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Pf2eDataScrapper/output/impossible-lands-bestiary.txt
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impossible-lands-bestiary
object
_id : String (all different values)
img : String (different values: 2)
systems/pf2e/icons/default-icons/npc.svg (x16)
systems/pf2e/icons/default-icons/hazard.svg (x3)
items : array<object>
Length: min=1 max=17
Value type:
object
_id : String (different values: 133)
img : String (different values: 31)
name : String (different values: 112)
sort : Integer (different values: 18)
100000 (x16)
200000 (x16)
300000 (x16)
400000 (x16)
500000 (x15)
600000 (x12)
700000 (x10)
800000 (x9)
900000 (x9)
1000000 (x7)
1100000 (x3)
1200000 (x3)
1300000 (x2)
1400000 (x2)
1500000 (x2)
0 (x3)
1600000 (x1)
1700000 (x1)
system : object
[autoHeightenLevel] : object
[value] : mixed
description : object
value : String (different values: 89)
[prepared] : object
value : String (different values: 2)
innate (x2)
spontaneous (x1)
[proficiency] : object
value : Integer (different values: 1)
1 (x3)
publication : object
license : String (different values: 2)
OGL (x142)
ORC (x1)
remaster : Boolean (different values: 2)
False (x142)
True (x1)
title : String (different values: 7)
(x95)
Pathfinder Core Rulebook (x24)
Pathfinder Bestiary (x17)
Pathfinder Bestiary 2 (x4)
Pathfinder Bestiary 3 (x1)
Pathfinder Player Core (x1)
Pathfinder Advanced Player's Guide (x1)
rules : ###FoundryRulesObject###
[showSlotlessLevels] : object
value : Boolean (different values: 1)
False (x2)
[slots] : object
slot1 : object
max : Integer (different values: 1)
3 (x1)
value : Integer (different values: 1)
3 (x1)
slot2 : object
max : Integer (different values: 1)
3 (x1)
value : Integer (different values: 1)
3 (x1)
[slug] : String (different values: 37)
[spelldc] : object
dc : Integer (different values: 3)
41 (x1)
25 (x1)
21 (x1)
value : Integer (different values: 3)
33 (x1)
17 (x1)
13 (x1)
[tradition] : object
value : String (different values: 2)
arcane (x1)
occult (x2)
[area] : object
type : String (different values: 2)
emanation (x1)
burst (x1)
value : Integer (different values: 2)
30 (x1)
10 (x1)
[cost] : object
value : String (different values: 1)
(x16)
[counteraction] : Boolean (different values: 2)
True (x1)
False (x15)
[damage] : object
[0] : object
[applyMod] : Boolean (different values: 2)
False (x3)
True (x2)
[category] : String (different values: 1)
persistent (x1)
formula : String (different values: 5)
2d6 (x1)
0 (x1)
2d4 (x2)
1d10+4 (x1)
1d6 (x1)
kinds : array<String>
Length: min=1 max=1
Value type:
String (different values: 2)
damage (x5)
healing (x1)
materials : array<>
Length: min=0 max=0
Value type:
mixed
type : String (different values: 3)
bleed (x1)
mental (x3)
untyped (x2)
damageType : String (different values: 2)
piercing (x3)
slashing (x4)
dice : Integer (different values: 1)
1 (x7)
die : String (different values: 3)
d4 (x1)
d8 (x4)
d6 (x2)
[defense] : object
save : object
basic : Boolean (different values: 2)
False (x5)
True (x1)
statistic : String (different values: 1)
will (x6)
[duration] : object
sustained : Boolean (different values: 2)
False (x15)
True (x1)
value : String (different values: 7)
10 minutes (x1)
varies (x2)
(x6)
1 minute (x4)
1 round (x1)
see below (x1)
until the start of your next turn (x1)
[level] : object
value : Integer (different values: 4)
6 (x1)
2 (x4)
1 (x11)
0 (x10)
[location] : object
[heightenedLevel] : Integer (different values: 3)
9 (x1)
2 (x5)
1 (x3)
value : String (different values: 3)
j26Lepuho7qRRsJ8 (x1)
40NDv4xTfgTjOeUn (x4)
IwBguu4yMR2YlPne (x11)
[range] : mixed
object
value : String (different values: 5)
(x3)
30 feet (x8)
120 feet (x2)
60 feet (x2)
touch (x1)
Integer (different values: 1)
100 (x1)
[requirements] : String (different values: 2)
(x15)
You can bleed (x1)
[target] : object
value : String (different values: 6)
(x4)
The triggering creature (x1)
1 creature (x7)
1 object (x2)
1 willing creature (x1)
1 willing living creature (x1)
[time] : object
value : String (different values: 4)
2 (x11)
reaction (x1)
1 minute (x2)
1 (x2)
[traits] : object
[rarity] : String (different values: 1)
common (x134)
[traditions] : array<String>
Length: min=1 max=4
Value type:
String (different values: 4)
arcane (x11)
divine (x10)
occult (x16)
primal (x4)
value : array<String>
Length: min=0 max=6
Value type:
String (different values: 53)
[attack] : object
value : String (different values: 1)
(x32)
[attackEffects] : object
value : array<String>
Length: min=0 max=1
Value type:
String (different values: 6)
improved-knockdown (x1)
grab (x2)
improved-push (x1)
gunpowder-residue (x2)
curse-of-stone (x2)
serrated-plates (x1)
[custom] : String (different values: 1)
(x9)
[bonus] : object
value : Integer (all different values)
[damageRolls] : object
[5YzIgcKq6NQ2VeNT] : object
damage : String (different values: 1)
2d6 (x1)
damageType : String (different values: 1)
void (x1)
[QlrkPn2sawpanKB1] : object
damage : String (different values: 1)
4d12+18 (x1)
damageType : String (different values: 1)
piercing (x1)
[rXvBVzI79UfNdhnR] : object
damage : String (different values: 1)
2d6 (x1)
damageType : String (different values: 1)
cold (x1)
[IZUUtnc1efQkOanp] : object
damage : String (different values: 1)
2d6 (x1)
damageType : String (different values: 1)
void (x1)
[SudRivSloOcSYW5z] : object
damage : String (different values: 1)
4d8+18 (x1)
damageType : String (different values: 1)
slashing (x1)
[0L7BcrSYUwGtPe5w] : object
damage : String (different values: 1)
4d10+18 (x1)
damageType : String (different values: 1)
slashing (x1)
[hVTU0Iv2OqzpwBK6] : object
damage : String (different values: 1)
2d6 (x1)
damageType : String (different values: 1)
void (x1)
[7Fm823HmoOKXiAEd] : object
damage : String (different values: 1)
4d12+8 (x1)
damageType : String (different values: 1)
cold (x1)
[JRtnVRCrMad943zd] : object
damage : String (different values: 1)
4d6 (x1)
damageType : String (different values: 1)
void (x1)
[4jbQgTFcQwBfShyc] : object
damage : String (different values: 1)
3d12+12 (x1)
damageType : String (different values: 1)
bludgeoning (x1)
[OFWmoZBVNO42iMdA] : object
damage : String (different values: 1)
6d12 (x1)
damageType : String (different values: 1)
bludgeoning (x1)
[ZCPXbWuDKI1Eei5W] : object
damage : String (different values: 1)
2d12+13 (x1)
damageType : String (different values: 1)
piercing (x1)
[iyGqCWv2mQOTEdxc] : object
damage : String (different values: 1)
2d8+13 (x1)
damageType : String (different values: 1)
bludgeoning (x1)
[0] : object
damage : String (different values: 1)
2d10+3 (x1)
damageType : String (different values: 1)
piercing (x1)
[1] : object
damage : String (different values: 1)
1d8 (x1)
damageType : String (different values: 1)
bleed (x1)
[VBSH8he0TbuSgGfK] : object
damage : String (different values: 1)
7d8+10 (x1)
damageType : String (different values: 1)
bludgeoning (x1)
[iCj0BYiFR2D7swC3] : object
damage : String (different values: 1)
4d8+18 (x1)
damageType : String (different values: 1)
slashing (x1)
[r1mX5eGgcqX8eivn] : object
damage : String (different values: 1)
4d12+8 (x1)
damageType : String (different values: 1)
piercing (x1)
[sHG7NGByKBobugJV] : object
damage : String (different values: 1)
3d12+14 (x1)
damageType : String (different values: 1)
bludgeoning (x1)
[9jo7T6E1Kt4pPoWj] : object
damage : String (different values: 1)
3d6 (x1)
damageType : String (different values: 1)
fire (x1)
[HXF1gYbpc0Og8907] : object
damage : String (different values: 1)
3d8+10 (x1)
damageType : String (different values: 1)
bludgeoning (x1)
[1cgeHRH2tNxN5tUS] : object
damage : String (different values: 1)
1d10+2 (x1)
damageType : String (different values: 1)
piercing (x1)
[ZILLafeno7d5v09u] : object
damage : String (different values: 1)
1d4+2 (x1)
damageType : String (different values: 1)
piercing (x1)
[XR3lFZHkyTV6MZ5u] : object
damage : String (different values: 1)
1d4+2 (x1)
damageType : String (different values: 1)
piercing (x1)
[YB9kS60h7JFXQhvf] : object
damage : String (different values: 1)
2d8+12 (x1)
damageType : String (different values: 1)
slashing (x1)
[Y450UkIHevPZiXii] : object
damage : String (different values: 1)
2d12+12 (x1)
damageType : String (different values: 1)
piercing (x1)
[2KClBF9oeLkaSsjY] : object
damage : String (different values: 1)
1d8+9 (x1)
damageType : String (different values: 1)
piercing (x1)
[nSbCxha1CmAtA5dK] : object
damage : String (different values: 1)
3d8+18 (x2)
damageType : String (different values: 1)
slashing (x2)
[6PKmrB13EndchtXh] : object
damage : String (different values: 1)
4d8 (x2)
damageType : String (different values: 2)
acid (x1)
electricity (x1)
[z3RoZyrnYQLqrohu] : object
damage : String (different values: 1)
4d8 (x2)
damageType : String (different values: 1)
fire (x2)
[rltPVJQX6L0059tF] : object
damage : String (different values: 1)
1d6+4 (x1)
damageType : String (different values: 1)
piercing (x1)
[tAYluao5160a7yby] : object
damage : String (different values: 1)
1d6+3 (x1)
damageType : String (different values: 1)
piercing (x1)
[bC7EiPOjza9B82xK] : object
damage : String (different values: 1)
1d8+1 (x1)
damageType : String (different values: 1)
piercing (x1)
[GthjaFygCMofofoS] : object
damage : String (different values: 1)
2d8+8 (x1)
damageType : String (different values: 1)
bludgeoning (x1)
[F0oGBNFTZdrGyIE3] : object
damage : String (different values: 1)
1d6 (x1)
damageType : String (different values: 1)
bludgeoning (x1)
[kwBbUNTiV9pqqWh3] : object
damage : String (different values: 1)
1d6+8 (x1)
damageType : String (different values: 1)
slashing (x1)
[NST7FnEGNpsD7Qxr] : object
damage : String (different values: 1)
2d6+8 (x1)
damageType : String (different values: 1)
bludgeoning (x1)
[KG99WsaBcGvr54ur] : object
damage : String (different values: 1)
1d12+4 (x1)
damageType : String (different values: 1)
bludgeoning (x1)
duwYX2hfh79bIxKj : object
damage : String (different values: 1)
1d10+4 (x1)
damageType : String (different values: 1)
slashing (x1)
[weaponType] : object
value : String (different values: 2)
melee (x22)
ranged (x10)
[actionType] : object
value : String (different values: 4)
passive (x46)
reaction (x11)
action (x20)
free (x3)
[actions] : object
[value] : Integer (different values: 3)
1 (x11)
2 (x8)
3 (x1)
[category] : String (different values: 7)
interaction (x11)
defensive (x31)
offensive (x35)
simple (x1)
martial (x6)
light (x2)
ammo (x1)
[deathNote] : Boolean (different values: 1)
True (x7)
[heightening] : object
[damage] : object
0 : String (different values: 4)
2d6 (x1)
1d6 (x2)
2d4 (x2)
1d10+4 (x1)
[interval] : Integer (different values: 2)
2 (x2)
1 (x4)
type : String (different values: 2)
interval (x6)
fixed (x3)
[levels] : object
3 : object
[target] : object
value : String (different values: 1)
10 objects (x2)
[range] : object
value : String (different values: 1)
500 feet (x1)
[6] : object
target : object
value : String (different values: 1)
any number of objects (x2)
[mod] : object
value : Integer (different values: 2)
170 (x1)
13 (x1)
[proficient] : object
value : Integer (different values: 1)
0 (x2)
[frequency] : object
max : Integer (different values: 1)
1 (x3)
per : String (different values: 2)
turn (x1)
day (x2)
value : Integer (different values: 1)
1 (x3)
[overlays] : object
2I469pfbYcmFvzOA : object
_id : String (different values: 1)
2I469pfbYcmFvzOA (x1)
name : String (different values: 1)
Telekinetic Projectile (Bludgeoning) (x1)
overlayType : String (different values: 1)
override (x1)
sort : Integer (different values: 1)
1 (x1)
system : object
damage : object
0 : object
[category] : mixed
type : String (different values: 1)
bludgeoning (x1)
cUFX7ExSLeoa3vIF : object
_id : String (different values: 1)
cUFX7ExSLeoa3vIF (x1)
name : String (different values: 1)
Telekinetic Projectile (Piercing) (x1)
overlayType : String (different values: 1)
override (x1)
sort : Integer (different values: 1)
2 (x1)
system : object
damage : object
0 : object
[category] : mixed
type : String (different values: 1)
piercing (x1)
zFWsMjoeCnLxqJaV : object
_id : String (different values: 1)
zFWsMjoeCnLxqJaV (x1)
name : String (different values: 1)
Telekinetic Projectile (Slashing) (x1)
overlayType : String (different values: 1)
override (x1)
sort : Integer (different values: 1)
3 (x1)
system : object
damage : object
0 : object
[category] : mixed
type : String (different values: 1)
slashing (x1)
[baseItem] : String (different values: 7)
dagger (x1)
battle-axe (x1)
composite-longbow (x1)
leather-armor (x2)
bastard-sword (x2)
rapier (x1)
scimitar (x1)
[bonusDamage] : object
value : Integer (different values: 1)
0 (x7)
[bulk] : object
value : mixed
Float (different values: 1)
0,1 (x2)
Integer (different values: 2)
1 (x7)
2 (x1)
[containerId] : mixed
[equipped] : object
carryType : String (different values: 1)
worn (x10)
[handsHeld] : Integer (different values: 1)
0 (x8)
[invested] : mixed
[inSlot] : Boolean (different values: 1)
False (x2)
[group] : String (different values: 5)
knife (x1)
axe (x1)
bow (x1)
leather (x2)
sword (x4)
[hardness] : Integer (different values: 1)
0 (x10)
[hp] : object
max : Integer (different values: 1)
0 (x10)
value : Integer (different values: 1)
0 (x10)
[material] : object
[grade] : mixed
[type] : mixed
[price] : object
value : object
[sp] : Integer (different values: 2)
2 (x1)
1 (x1)
[gp] : Integer (different values: 4)
1 (x2)
20 (x1)
2 (x3)
4 (x2)
[per] : Integer (different values: 1)
10 (x1)
[quantity] : Integer (different values: 2)
1 (x9)
20 (x1)
[reload] : object
value : String (different values: 3)
- (x1)
(x5)
0 (x1)
[runes] : object
potency : Integer (different values: 3)
0 (x6)
1 (x1)
3 (x2)
property : array<>
Length: min=0 max=0
Value type:
mixed
[striking] : Integer (different values: 3)
0 (x4)
1 (x1)
2 (x2)
[resilient] : Integer (different values: 1)
0 (x2)
[size] : String (different values: 3)
med (x4)
lg (x4)
grg (x2)
[splashDamage] : object
value : Integer (different values: 1)
0 (x7)
[usage] : object
value : String (different values: 2)
held-in-one-hand (x7)
held-in-one-plus-hands (x1)
[acBonus] : Integer (different values: 1)
1 (x2)
[checkPenalty] : Integer (different values: 1)
-1 (x2)
[dexCap] : Integer (different values: 1)
4 (x2)
[speedPenalty] : Integer (different values: 1)
0 (x2)
[strength] : Integer (different values: 1)
0 (x2)
[stackGroup] : String (different values: 1)
arrows (x1)
[uses] : object
autoDestroy : Boolean (different values: 1)
True (x1)
max : Integer (different values: 1)
1 (x1)
value : Integer (different values: 1)
1 (x1)
type : String (different values: 8)
spellcastingEntry (x3)
spell (x16)
melee (x32)
action (x80)
lore (x2)
weapon (x7)
armor (x2)
consumable (x1)
[_stats] : object
compendiumSource : String (different values: 37)
[flags] : object
pf2e : object
linkedWeapon : String (different values: 6)
XZAPiU76oaqUBnb0 (x2)
5fWkOgtgxvhy51Ix (x1)
cGEYMh4U8iRLEoWG (x1)
bd2Bxzbndod4WaZQ (x2)
1OjmZA7eMiNdkwiy (x1)
Y3CIa85S55WLoxTl (x1)
name : String (all different values)
system : object
[abilities] : object
cha : object
mod : Integer (different values: 6)
6 (x1)
-5 (x6)
3 (x3)
2 (x3)
4 (x2)
1 (x1)
con : object
mod : Integer (different values: 8)
7 (x3)
6 (x2)
4 (x3)
3 (x1)
9 (x1)
1 (x3)
0 (x2)
2 (x1)
dex : object
mod : Integer (different values: 6)
8 (x4)
3 (x4)
6 (x2)
2 (x4)
4 (x1)
1 (x1)
int : object
mod : Integer (different values: 8)
6 (x1)
-5 (x6)
-4 (x1)
3 (x2)
4 (x2)
2 (x2)
0 (x1)
-3 (x1)
str : object
mod : Integer (different values: 10)
10 (x4)
7 (x2)
0 (x2)
8 (x1)
-1 (x1)
6 (x2)
1 (x1)
2 (x1)
5 (x1)
4 (x1)
wis : object
mod : Integer (different values: 7)
8 (x3)
4 (x3)
3 (x3)
5 (x1)
2 (x2)
1 (x3)
0 (x1)
attributes : object
ac : object
[details] : String (different values: 2)
all-around vision (x1)
(x15)
value : Integer (different values: 13)
46 (x1)
38 (x1)
0 (x2)
29 (x2)
26 (x2)
42 (x1)
19 (x2)
20 (x1)
47 (x2)
18 (x1)
16 (x2)
25 (x1)
24 (x1)
[allSaves] : object
value : String (different values: 2)
(x15)
+1 status versus magic (x1)
hp : object
details : String (different values: 6)
void healing (x2)
(x13)
regeneration 10 (deactivated by cold iron) (x1)
regeneration 20 (deactivated by cold iron) (x1)
regeneration 10 (deactivated by glass) (x1)
void healing, reconstitution, stone flesh (x1)
max : Integer (different values: 16)
500 (x1)
250 (x1)
0 (x2)
210 (x1)
145 (x1)
300 (x1)
400 (x1)
35 (x1)
50 (x1)
195 (x1)
325 (x2)
30 (x1)
20 (x1)
40 (x2)
100 (x1)
75 (x1)
temp : Integer (different values: 1)
0 (x19)
value : Integer (different values: 16)
500 (x1)
250 (x1)
0 (x2)
210 (x1)
145 (x1)
300 (x1)
400 (x1)
35 (x1)
50 (x1)
195 (x1)
325 (x2)
30 (x1)
20 (x1)
40 (x2)
100 (x1)
75 (x1)
[immunities] : array<object>
Length: min=0 max=9
Value type:
object
type : String (different values: 16)
bleed (x2)
cold (x1)
death-effects (x4)
disease (x4)
void (x1)
paralyzed (x5)
poison (x5)
precision (x2)
unconscious (x5)
critical-hits (x1)
piercing (x1)
slashing (x1)
visual (x1)
sleep (x1)
fire (x2)
mental (x1)
[exceptions] : array<>
Length: min=0 max=0
Value type:
mixed
[resistances] : array<object>
Length: min=1 max=1
Value type:
object
[exceptions] : array<String>
Length: min=1 max=2
Value type:
String (different values: 2)
adamantine (x5)
orichalcum (x1)
type : String (different values: 2)
physical (x5)
acid (x1)
value : Integer (different values: 3)
10 (x2)
20 (x3)
5 (x1)
[speed] : object
otherSpeeds : array<object>
Length: min=0 max=1
Value type:
object
type : String (different values: 3)
swim (x2)
climb (x1)
burrow (x1)
value : Integer (different values: 2)
60 (x1)
20 (x3)
value : Integer (different values: 3)
30 (x2)
25 (x10)
20 (x4)
[details] : String (different values: 1)
earth glide (x1)
[weaknesses] : array<object>
Length: min=1 max=2
Value type:
object
type : String (different values: 6)
holy (x1)
electricity (x1)
orichalcum (x1)
fire (x2)
cold-iron (x2)
slashing (x1)
value : Integer (different values: 4)
20 (x2)
15 (x2)
10 (x3)
2 (x1)
exceptions : array<>
Length: min=0 max=0
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[emitsSound] : String (different values: 1)
encounter (x3)
[hardness] : Integer (different values: 1)
0 (x3)
[stealth] : object
details : String (different values: 3)
<p>(trained)</p> (x1)
<p>(trained) to identify as dangerous quicksand; +20 (expert) to recognize its magical properties</p> (x1)
<p>(trained) to recognize the plant among others</p> (x1)
value : Integer (different values: 3)
12 (x1)
4 (x1)
10 (x1)
details : object
[blurb] : String (different values: 1)
(x16)
[languages] : object
details : String (different values: 4)
(x13)
plus any two ancient languages (can't speak) (x1)
two other languages (x1)
(can't speak) (x1)
value : array<String>
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common (x7)
necril (x3)
aklo (x1)
petran (x1)
kholo (x1)
elven (x1)
gnomish (x1)
vudrani (x1)
drooni (x1)
empyrean (x1)
level : object
value : Integer (different values: 14)
21 (x1)
15 (x1)
3 (x3)
10 (x1)
8 (x1)
18 (x1)
14 (x1)
4 (x1)
7 (x2)
9 (x1)
20 (x2)
2 (x1)
1 (x2)
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[privateNotes] : String (different values: 1)
(x16)
[publicNotes] : String (different values: 15)
<p>The benthic reaver is a 50-foot-tall undead monstrosity, its ribs rising like giant archways and its spine splitting into three tails.</p> (x1)
<p>Clockwork cannoneers are cannon-armed constructs created to defend the Grand Duchy of Alkenstar. The people of Alkenstar typically find conventional arms sufficient for battling creatures who wander out of the Mana Wastes, but recent increases in activity from the fleshforges of Nex and the necromantic chambers of Geb have spurred the people of the city into a flurry of defensive innovations. Created by an experimental collaboration between the city's gunsmiths and clockwork inventors, the clockwork cannoneer provides exceptional mobile firepower. Two cannon-arms swing at the sides of the 15-foot-tall automaton, and its body contains a hopper of cannonballs that are replenished by engineers when the creature is wound up for duty. Triple-walled reinforcement on the cannoneer's black-powder reservoirs provides ample protection from the accidental explosions and backfires that often troubled early prototypes of the finely engineered machine. The current design combines the long-range capabilities of field artillery with the stopping power of a firedrake against engaged enemies, and its heat-tempered gear assembly minimizes warping that might cause slipping, grinding, or shaking.</p>
<p>While reports from living artillery members serving alongside clockwork cannoneers complain of blisters, smoke inhalation, and singed eyebrows, the Grand Duchy's chief clockwork machinists have assured the city's leadership that the constructs function well within safety parameters. The clockwork cannoneer's self-sufficient construction frees crews to see to those battlefield tasks that can, for the moment, only be conducted by sentient beings.</p>
<p>Intelligence reports from Quantium and Absalom indicate that attempts to replicate the clockwork cannoneer's design have been spectacularly unsuccessful.</p> (x1)
<p>A cursed king is a grotesque mockery of ambition. When treasonous advisors, false prophets, and rebel leaders are captured by evil rulers, they're subjected to all manner of torture and humiliation before their eventual executions. But the cursed king isn't even granted dignity in death, as after their beheading, a desiccated animal head is sewn onto their neck. These horrific mummies are then dressed in fine linens and jewelry befitting royalty—a permanent warning of what happens to those who seek to rise above their station.</p>
<p>A cursed king is bound in servitude to the ruler against whom they once fought, forced to act as a bodyguard. Even the death of their maker gives no reprieve, as they guard the true monarch's tomb forever.</p> (x1)
<p>Shapeshifting fleshforged conformers have adapted to survive Ecanus's high-magic, population-dense sprawl. Resembling blocky humanoid skeletons splotched in uneven layers with cartilage and muscle, conformers are capable of attaching and detaching flesh from their bodies, often sending autonomous gobbets of fat and ligament to observe living creatures and harvest biological material.</p>
<p>Fleshforged conformers use their resources to augment and change their bodies, which helps them infiltrate Nexian society to better understand the arcane principles and occult secrets behind their creation. Some assume the guises of humans and animals to lead quiet, settled lives in Nex, but most are discovered and summarily exterminated as defects and threats to public safety.</p> (x1)
<p>Created in the arcane fleshforges of Nex, this creature was spawned as the ultimate brute-force tool for urban assaults against the cities of Geb. At 30 feet tall, the dreadnought easily tops most city walls, and Nexian infantry forces would scramble up the spikes on the creature's back to penetrate defensive fortifications. Every detail of the creature's physiology was fashioned for the battlefield, from the ballista of bone and sinew integrated into its torso to the bulky ram on the crest of its head. The fleshforged's acidic blood not only serves an important hydraulic function but also deters city defenders who might attempt to strike down the creature.</p>
<p>During the war between Nex and Geb, fleshforged dreadnoughts most often appeared as part of a coordinated assault and typically replaced or augmented an army's compliment of siege weaponry. Common tactics employed by Nex's generals would direct the dreadnought to crush all opposition standing in front of a city's gate and then smash through it. Should the city's defenses prove resilient, invading troops would scale the creature to get over the city walls, relying on the dreadnought's regenerative properties to ensure it wouldn't be destroyed while helping them bypass the defensive barriers.</p>
<p>Fleshforged dreadnoughts all but vanished after the disappearance of the archmage Nex, but tales of their destructive power have been preserved.</p> (x1)
<p>Gunpowder oozes are explosive gunpowder given life. By necessity, crafters of explosives and firearms are a careful lot, but even the best safety habits can be thwarted by greed, distraction, or carelessness. The release of toxic byproducts from gunsmithing would be an environmental problem anywhere, but when volatile runoff seeps into the Mana Wastes, it can interact with wild magic, causing a living, explosive nightmare.</p>
<p>A gunpowder ooze is a pockmarked, charcoal gray mass that slithers across the blighted verge between Alkenstar and the Mana Wastes with the sound of sizzles and sudden pops. It pursues and consumes any sort of organic matter, firing bullet-like projectiles to bring down prey. The ooze instinctively avoids fire, so travelers forced to camp in known gunpowder ooze territory often light bonfires despite the danger of advertising their presence to the Mana Wastes' other residents. Suggestions that local populations of oozes be weaponized, periodically put forward by unwise Alkenstari and Mana Waste tacticians, are uniformly shot down by cooler heads; those who attempt to proceed anyway usually meet explosive ends.</p> (x1)
<p>In the ancient days, before humanity dwelled on Golarion, the Vault Builders had need of something smaller in scale than the great vault seeds so they could finish their worlds as they liked. They took a small gem and wrote a word of power upon it. They gave it eyes so it could see and legs so it could walk, and made it wise. These creatures are known as kaseshi by scholars who have encountered them, though their true name—the one that brought them into being—is likely considerably more powerful.</p>
<p>Each kasesh bears a single word of power on their emerald body, from which they draw their mind and their magic. A kasesh with the word "Steel" or "Flame" is a single-minded creature, though it encompasses all possible permutations of meaning that the word possesses. A kasesh named "Home" or "Sorrow" has a far more complex psyche, and rumor claims that Elder Architect Oblosk of Nex bears the word "Memory." Unsurprisingly, many scholars are highly interested in the words on the kaseshi; unlike Thassilonian rune magic, no one has managed to decode or make use of the language of the Vault Builders yet.</p>
<p>The kasesh in the stat block bears the word "Stone," but other kaseshi will have their own magics. Some alternative examples, "Darkness" and "Intricacy," follow below.</p>
<p><strong>Darkness:</strong> This kasesh built the hidden places of the Vault Builders' worlds. The kasesh is 7th level, grants @UUID[Compendium.pf2e.spells-srd.Item.Shadow Blast] and @UUID[Compendium.pf2e.spells-srd.Item.Umbral Journey] to any gestalt they join, and has the following innate spells.</p>
<p><strong>Primal Innate Spells</strong> <strong>4th</strong> @UUID[Compendium.pf2e.spells-srd.Item.Darkness] (×2), @UUID[Compendium.pf2e.spells-srd.Item.Enervation]; <strong>3rd</strong> @UUID[Compendium.pf2e.spells-srd.Item.Blindness] (×2), @UUID[Compendium.pf2e.spells-srd.Item.Share Lore]; <strong>1st</strong> @UUID[Compendium.pf2e.spells-srd.Item.Mindlink]; <strong>Cantrips (4th)</strong> @UUID[Compendium.pf2e.spells-srd.Item.Detect Magic], @UUID[Compendium.pf2e.spells-srd.Item.Telekinetic Projectile]</p>
<p><strong>Intricacy:</strong> This kasesh was a decorator and designer. They're 11th level, grant @UUID[Compendium.pf2e.spells-srd.Item.Mirage] and @UUID[Compendium.pf2e.spells-srd.Item.Illusory Scene] to any gestalt they join, and have the following innate spells.</p>
<p><strong>Primal Innate Spells</strong> <strong>6th</strong> @UUID[Compendium.pf2e.spells-srd.Item.Phantasmal Calamity], @UUID[Compendium.pf2e.spells-srd.Item.Phantasmal Killer] (×2); <strong>5th</strong> @UUID[Compendium.pf2e.spells-srd.Item.Cloak of Colors], @UUID[Compendium.pf2e.spells-srd.Item.Hallucination], @UUID[Compendium.pf2e.spells-srd.Item.Share Lore]; <strong>1st</strong> @UUID[Compendium.pf2e.spells-srd.Item.Mindlink]; <strong>Cantrips (6th)</strong> @UUID[Compendium.pf2e.spells-srd.Item.Detect Magic], @UUID[Compendium.pf2e.spells-srd.Item.Telekinetic Projectile]</p> (x1)
<p>To some, kashrishi seem to be a quiet, passive people. Those with a deeper understanding know that there's plenty more nuance to interacting with kashrishi, who possess innate psychic abilities that greatly alter the way they communicate with the rest of the world. Unable to turn off their powers, these abilities add a complex dynamic to interpreting their surroundings. Without deeper understanding of a person, kashrishi are only able to get the most vague, general feelings from people around them. This becomes more refined as their relationships evolve; family and friends are often the easiest to engage in psychic communication, while strangers simply add to the amount of mental noise a kashrishi must process.</p>
<p>Kashrishi resemble rhinoceroses, with soft, textured skin that can range from light sandy hues to darker obsidian, or rarer jewel tones of deep sapphire or ruby. The size and number of their horns vary. Kashrishi communities are generally quite welcoming to others, enjoying the conversation and unique auras of every new stranger. However, chaotic environments can overwhelm and overstimulate kashrishi not yet adept at filtering psychic energies, leaving some with limited tolerance for extensive social interaction with strangers and requiring they take periods of time to refocus after socializing. In spite of this possible drawback, kashrishi are typically strong communicators, excelling at roles that require attention to detail.</p> (x1)
<p>Separated from their pack during a prolonged storm of wild magic, the Mana Wastes mutant gnoll hulk transformed into a gigantic, ravenous creature.</p>
<hr />
<p>The erratic magical energies of the Mana Wastes can warp and twist creatures foolish or unlucky enough to be trapped in them. The physiological effects of this exposure vary in scope from grotesque full-body transformations to more subtle changes to the skin or senses, and they're frequently accompanied by changes in disposition, motivation, or temperament.</p> (x1)
<p>The long war between Nex and Geb spawned many animate weapons, but while a citizen of Quantium might run screaming from any product of the fleshforges, they barely bat an eyelash at the ground-shaking stomp of the two titanic, deadly constructs that stride outside their city walls. Crafted by the wizard-king Nex ages ago after a devastating attack by Geb's undead forces, including the harrowing benthic reaver, the Quantium golems are meant to protect the capital in case of Nex's absence. These twin golems ceaselessly keep vigil over the city, ready to cut down any invaders that menace Quantium.</p>
<p>Twenty feet tall and crafted from a supernaturally smooth material, the two guardians are a matched set, one of crimson and one of emerald. Wielding swords the size of giants, the guardians relentlessly destroy anything that threatens the city, particularly any undead that might invade the country from Geb. With the mythic Crux of Nex as a power supply, the golems are inexhaustible and nearly indestructible.</p> (x2)
<p>Most commonly found in Vudra and Jalmeray, ratajin aren't so much twisted by curses as they are molded by the lingering effects of curses inflicted on generations millennia past. The difference lies in understanding the original ratajin characteristics. No curse gave ratajin four eyes on a slender face, nor triple-jointed, hypermobile legs and multiple arms. Nor did curses provide ratajin with skin tones of all hues within the color spectrum. Instead, these residual curses have given each ratajin distinctive geometric markings all across their body. Every ratajin also experiences a cursed twist on their senses, altering how they view and interact with the world around them. Some ratajin visualize the world in shifted, indescribable color spectra. For others, sounds physically manifest as feelings on their skin. Haunting melodies of past actions might whisper in the wind behind one ratajin, while another can be awake only during hours devoid of sunlight.</p>
<p>While particular curse manifestations are passed along family lines, each ratajin's worldview can offer a unique perspective. Ratajin tend to be receptive to new ideas, making them well-suited to tackle complex situations. They often prefer to focus on difficult problems, working without rest until they reach a solution. What satisfies the definition of a worthy pursuit varies with individual ratajin, from tinkering with new applications of technology to uncovering secrets of centuries-old magical tomes. Their intellectual approach to problems can make ratajin especially useful in situations requiring delicate words, and their quick thinking serves them well as adventurers when the time comes for action. These same characteristics also make them capable merchants and scholars.</p>
<p>Earning a ratajin's trust can prove difficult. Their large-scale communities often collaborate to devise clever solutions that ensure equitable treatment among people, but each community varies greatly due to the different needs of the inhabitants. Outsiders who require too much help too quickly might cause a ratajin to withdraw, believing their guest incapable of adjusting to life's many hurdles. Poorly chosen words of pity or meaningless sympathy toward the nature of a ratajin's unique sensory experience can also cause lingering resentment.</p> (x1)
<p>These elusive oddments resemble discarded hides of butchered animals and fleshwarping experiments, floating like so much meaty detritus in the bloody filth of Ecanus's charnel-clogged sewers. Skinskitters, named for their fluid, erratic movements, scavenge the city for leavings of fleshy waste. They prefer discreet, non-violent ways of procuring these biological materials and shy from combat, seemingly possessed of a nervous temperament. Nexian fleshforgers quip this is entirely reasonable, as skinskitters are little more than nervous systems wrapped in dying skin. Nexian guards who actually have to hunt these fleshforged pests aren't quite as jocular; confronted by the oddly childlike pleas of these cornered puddles of flesh, hair, and eyes, many recruits simply choose to leave the city watch.</p>
<p>On occasion, curious scholars or soldiers have questioned why skinskitters pursue organic tissue, and whether this is a simple instinct or in pursuit of a grander purpose. Most fleshforgers assume that skinskitters consume organic matter to repair themselves in a process similar to eating, and give the matter no further thought, showing no more interest in the creatures than a smith might show in a bead of melted slag. The most paranoid Nexians claim that skinskitters are attempting to build something out of their collections of cast-off skin, perhaps even reconstructing themselves into fleshforged conformers. There is no recorded evidence of this ever occurring, however—if the creatures have any awareness at all, it's more likely that skinskitters are driven by the basest of instincts to better themselves through the same methods used in their creation but lack the understanding and self-direction to ever succeed.</p> (x1)
<p>Spellscar fexts are spellcasters who were destroyed by wild magic or wellspring surges they tried—and failed—to control. The magical feedback that snuffed out their life warped and animated their flesh, twisting them into shambling undead. Spellscar fexts stand 6 feet tall with disproportionately long arms that end in clusters of waving magical tendrils.</p>
<p>Almost all who became spellscar fexts entered the Mana Wastes to harness the power of the area's wild magic. Once transformed, the desire for magical power becomes a spellscar fext's singular motivation. The creatures focus their attacks on magic users they encounter, attempting to kill them and strip their magic. Unfortunately for a spellscar fext, their transformation makes their entire being inimical to magic. They're unable to cast even the simplest of spells. They grasp destructively at magic they can never hold.</p>
<p>Difficult for the unprepared to destroy permanently, spellscar fexts harry trade routes known for shipping magical goods and repeatedly attack arcane workshops on the borders of the Mana Wastes. They're particularly dangerous to spellcasters traveling alone, as battling the creatures might trigger a wellspring surge that could destroy the lone magic user.</p>
<p>As the fext's vulnerability to glass weapons has become more well known, enterprising gunsmiths in Alkenstar have begun crafting glass ammunition, an uncommon item that costs the same as cold iron ammunition.</p> (x1)
(x1)
<p>These razor-plated pangolins—about the size of small ponies—are the traditional pack animals of halflings from Casmaron, though the ugvashi's serrated plates and tendency to curl up make them ill-suited as mounts. Ugvashi first arrived in the Impossible Lands onboard the Thousand and One ships of Maharajah Khiben-Sald, alongside peafowl, giant squirrels, and other fauna from Vudra. In the modern day, ugvashi are such a recognized sight that many people forget they aren't a native species. Though some feral populations exist, mainly on the island of Jalmeray, the hostile environs of Nex and the Mana Wastes mean ugvashi mainly appear in domestic settings, usually as working beasts among the Nearic halflings of western Nex.</p>
<p>Though ugvashi are mostly harmless, they're somewhat more dangerous than their smaller cousins, causing a stir when reckless citizens attempt to pet the creatures. Ugvashi scales are razor sharp, and their large and blunted digging claws can be deadly due to their size. People who attempt to steal the animals or ride them without training often receive moderate cuts for their trouble. However, ugvashi are generally curious and very friendly, and more than one visitor or wilderness explorer has found a baby ugvashi toddling after them and pawing at their boots.</p>
<p>Nearic halflings also paint their ugvashi with distinctive warding patterns and sigils, some of which are actually effective and provide a surprise for opportunistic thieves or predators. Though due consideration is spent on protecting an ugvashi's cargo, the animals themselves have proven to be tempting targets as well, especially for their meat. With blighted landscapes making animal husbandry impractical and magical pollution leaving local seafood with a distinct aftertaste, a number of Nexian and Mana Wastes peoples have developed a taste for ugvashi. Since the animals lack an aggressive temperament, it often falls to their caretakers to discourage such predations through whatever means necessary.</p>
<p>Ugvashi shed their scales each winter, allowing for the plates to be collected safely and turned into quality armor and other pieces of craftwork. Nearic halflings rarely trade or sell these items, however, out of fear that they might lead to more people trying to steal their ugvashi.</p> (x1)
publication : object
license : String (different values: 1)
OGL (x19)
remaster : Boolean (different values: 1)
False (x19)
title : String (different values: 1)
Pathfinder Lost Omens Impossible Lands (x19)
[description] : String (different values: 3)
<p>This 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it.</p> (x1)
<p>This 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink blooms, and at least one carnivorous red-chested magpie is always nearby.</p> (x1)
<p>A large pitcher plant occupying a 5-foot space sits seemingly dormant with its dull petals open.</p> (x1)
[disable] : String (different values: 3)
<p>@Check[survival|dc:16] (untrained) to collapse safely; @Check[crafting|dc:20] (trained) to shore it up enough to pass over without collapsing it</p> (x1)
<p>@Check[arcana|dc:26] (expert) to feed magic into the whorl and temporarily stabilize it for a few minutes; feed the whorl a number of spellcasters and magic items with a combined 10 levels (for instance, a 4th-level cleric with two 3rd-level magic items) to stabilize it for 1 week; or feed the whorl a number of spellcasters and magic items with a combined 20 levels to stabilize it permanently. Spellcasters and magic items fed to the whorl are devoured whole.</p> (x1)
<p>@Check[arcana|dc:15] (trained) to safely trigger the plant's reflexes, causing it to close and become dormant for one day, or @Check[nature|dc:17] (trained) to carefully coax the pitcher into quiescence</p> (x1)
[isComplex] : Boolean (different values: 2)
False (x2)
True (x1)
[reset] : String (different values: 3)
(x1)
<p>The hazard continues to suck in anyone with magic until it is satiated (see Disable above). Magpies leave any satiated whorls.</p> (x1)
<p>Once the pitcher has eaten a spell, its petals turn dark pink and green before it closes. It goes dormant for one day per spell rank of the spell consumed. Once the pitcher finishes digesting, it opens again and slowly wilts. A second pitcher branches into an adjacent square when the first pitcher opens again.</p> (x1)
[routine] : String (different values: 2)
(x2)
<p>(1 action) On its initiative, the whorl pulls down any creature within it that can cast spells or that is wielding a magic item. A creature submerged to the waist becomes submerged to the neck, and a creature submerged to the neck is pulled under and must hold its breath to avoid suffocation. If a creature has no spells or magic items, the mana whorl is merely difficult terrain. A creature caught in a mana whorl can attempt a @Check[athletics|dc:23] check to Swim to either raise itself by one step if submerged to the neck or worse, or to move 5 feet if submerged only to the waist. On a critical failure, the creature is pulled down by one step. A creature that Swims out of the whorl escapes the hazard and is @UUID[Compendium.pf2e.conditionitems.Item.Prone] in a space adjacent to the whorl. Other creatures can Aid the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own @Check[athletics|dc:23] check, with the same results as if the creature attempted the check. If a creature has only magic items and no ability to cast spells, dropping all the items releases that creature, and it can move through the mana whorl as normal difficult terrain.</p> (x1)
[initiative] : object
statistic : String (different values: 1)
perception (x16)
[perception] : object
details : String (different values: 5)
(x11)
magic hunger (imprecise) 30 feet (x1)
defender's link (x2)
a taste for skin (imprecise) 60 feet (x1)
magic sense (imprecise) 30 feet (x1)
mod : Integer (different values: 14)
41 (x1)
25 (x1)
20 (x1)
19 (x1)
29 (x1)
22 (x1)
10 (x1)
13 (x1)
17 (x1)
36 (x2)
7 (x2)
15 (x1)
11 (x1)
8 (x1)
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Length: min=0 max=2
Value type:
object
type : String (different values: 6)
darkvision (x10)
truesight (x1)
motion-sense (x1)
tremorsense (x1)
lifesense (x2)
low-light-vision (x1)
[acuity] : String (different values: 2)
precise (x4)
imprecise (x1)
[range] : Integer (different values: 2)
60 (x2)
120 (x3)
[vision] : Boolean (different values: 1)
False (x1)
[resources] : object
saves : object
fortitude : object
saveDetail : String (different values: 1)
(x19)
value : Integer (different values: 13)
38 (x1)
27 (x1)
0 (x2)
20 (x1)
17 (x2)
35 (x3)
28 (x1)
8 (x2)
21 (x1)
6 (x2)
11 (x1)
12 (x1)
13 (x1)
reflex : object
saveDetail : String (different values: 1)
(x19)
value : Integer (different values: 14)
35 (x1)
29 (x1)
0 (x2)
20 (x1)
18 (x2)
28 (x1)
21 (x1)
9 (x2)
10 (x1)
32 (x2)
11 (x2)
5 (x1)
15 (x1)
6 (x1)
will : object
saveDetail : String (different values: 1)
(x19)
value : Integer (different values: 15)
33 (x1)
23 (x1)
0 (x3)
16 (x1)
13 (x2)
27 (x1)
24 (x1)
10 (x1)
15 (x1)
32 (x2)
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17 (x1)
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[skills] : object
[arcana] : object
base : Integer (different values: 5)
37 (x1)
15 (x1)
11 (x1)
7 (x1)
17 (x1)
[athletics] : object
base : Integer (different values: 9)
43 (x1)
30 (x1)
23 (x1)
38 (x3)
28 (x1)
21 (x1)
5 (x1)
17 (x2)
11 (x1)
[nature] : object
base : Integer (different values: 3)
37 (x1)
10 (x1)
11 (x1)
[intimidation] : object
base : Integer (different values: 3)
17 (x1)
16 (x1)
14 (x1)
[stealth] : object
base : Integer (different values: 5)
17 (x1)
18 (x1)
9 (x1)
7 (x2)
12 (x1)
[special] : array<object>
Length: min=1 max=1
Value type:
object
base : Integer (different values: 1)
9 (x1)
label : String (different values: 1)
in blood or water (x1)
predicate : array<object>
Length: min=1 max=1
Value type:
object
or : array<String>
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Value type:
String (different values: 2)
terrain:blood (x1)
terrain:water (x1)
[deception] : object
base : Integer (different values: 3)
17 (x1)
8 (x1)
14 (x1)
[medicine] : object
base : Integer (different values: 1)
17 (x1)
[occultism] : object
base : Integer (different values: 4)
15 (x1)
10 (x1)
7 (x1)
17 (x1)
[society] : object
base : Integer (different values: 2)
15 (x1)
9 (x1)
[diplomacy] : object
base : Integer (different values: 2)
12 (x1)
6 (x1)
[survival] : object
base : Integer (different values: 3)
9 (x1)
15 (x1)
8 (x1)
[acrobatics] : object
base : Integer (different values: 3)
18 (x1)
7 (x2)
13 (x1)
[crafting] : object
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7 (x1)
traits : object
rarity : String (different values: 4)
unique (x1)
rare (x7)
common (x10)
uncommon (x1)
size : object
value : String (different values: 5)
grg (x4)
huge (x1)
med (x10)
lg (x2)
sm (x2)
value : array<String>
Length: min=1 max=5
Value type:
String (different values: 23)
[creatureType] : String (different values: 1)
(x3)
[statusEffects] : array<>
Length: min=0 max=0
Value type:
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type : String (different values: 2)
npc (x16)
hazard (x3)