[
  {
    "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"
  }
]
