{
	"_meta": {
		"internalCopies": [
			"creatureFluff"
		]
	},
	"creatureFluff": [
		{
			"name": "Aeon",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"collapsible": true,
					"name": "AEON",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "AEON DIVINITIES",
							"entries": [
								"Whether the aeons serve an actual divinity, a philosophical concept, or merely a \"supreme oneness\" is a topic hotly debated by planar scholars. The aeons themselves are silent, referring to this being or concept as the Monad, a \"condition of all.\" Regardless of what the Monad actually is, there certainly exists another category of powerful aeons\u2014the primal inevitables, each a unique demigod with its own powers and goals. Relatively few primal inevitables remain today, for nearly three-quarters of their irreplaceable kind have fallen in the endless battle with the inexorable forces of entropy.",
								{
									"type": "pf2-title",
									"name": "INEVITABLE FATES"
								},
								"The fact that the aeons known as inevitables seem to be on the decline is taken by some planar scholars as metaphysical proof that entropy is on the rise and the Great Beyond is past its prime and on the way to the end of this cycle of reality.",
								{
									"type": "pf2-title",
									"name": "OTHER AEONS"
								},
								"Aeons are among the least understood of the Great Beyond's immortal creatures, and they have a wide range of powers and abilities. Far more aeons exist than those presented here, including guardians of time like the four-armed bythos and the weirdly symmetrical theletos, which moderates the duality between freedom and fate."
							]
						},
						"Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons can bring weal or woe when they appear in a region, and their machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others\u2014they simply create the results they insist through their strange envisioning communication are necessary to maintain the balance of the multiverse.",
						"As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To the aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Once regarded as an independent faction, the living machines known as inevitables are now revealed as having been agents of the aeons all along, and while inevitables have their own shared themes and features, they are very much living but constructed manifestations of the aeons' war against imbalance\u2014particularly with regard to how this war is waged against the forces of chaos.",
						"Aeons have a name for this cyclic return, in which they welcome the industrious axiomites back to their fold and bring the inevitables once again under their control: the \"Convergence.\" At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change it was time for the axiomites and their creations, the inevitables, to rejoin the aeon cause. While most axiomites and inevitables fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons\u2014but that wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites and allied inevitables. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace and the inevitables to continue with their duties. How\u2014or if\u2014this Convergence will end is as little understood as the aeons themselves."
					]
				}
			]
		},
		{
			"name": "Dragon, Metallic",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Dragon, Metallic",
					"collapsible": true,
					"entries": [
						"Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives\u2014and of their passing\u2014always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water\u2014though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.",
						"In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.",
						{
							"type": "pf2-h3",
							"name": "Shape-Changing Dragons",
							"entries": [
								"Some dragons can take humanoid form, allowing them to infiltrate settlements or influence others without revealing their true nature. They gain the following ability:",
								{
									"name": "Change Shape",
									"source": "B1",
									"type": "ability",
									"style": "compact",
									"page": 342,
									"activity": {
										"number": 1,
										"unit": "action"
									},
									"traits": [
										"arcane",
										"concentrate",
										"polymorph",
										"transmutation"
									],
									"entries": [
										"The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage bonuses with its {@action Strike||Strikes}, but might change the damage type its {@action Strike||Strikes} deal (typically to bludgeoning)."
									]
								}
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "OTHER DRACONIC CREATURES",
							"entries": [
								"The creatures that appear in this section are considered true dragons, but a multitude of other draconic creatures populate Golarion and beyond. Among these are the powerful and deadly linnorms (pages 224\u2013227), a wide range of drakes (pages 130\u2013135), whimsical faerie dragons (page 157) and pseudodragons, the cruel and deceitful azis, and the sinister undead raveners."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "APSU",
							"entries": [
								"Apsu, the Waybringer, is the god of good dragons, leadership, and peace. According to draconic lore, Apsu spawned the dragon-gods who created the world. One of his sons is the destructive draconic god Dahak. Thus, Apsu is not only seen as a god and creator to good dragons, but he also serves as an immortal father figure."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Metallic Dragon Spellcasters",
							"entries": [
								"Each type of metallic dragon features a sidebar on spellcasting dragons of that kind. To make a metallic dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give it the spells outlined in its sidebar. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect its mastery of magic."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Metallic Dragons on Golarion",
							"entries": [
								"Metallic dragons are found throughout the Inner Sea region, especially in pockets of wilderness where they can carve a hideout and then take action on political and social issues, both in their local area and on a wider scale. Their everlasting war with chromatic dragons keeps them in close proximity to their evil brethren; in regions where metallic and chromatic dragons' territories intersect, humanoid settlements get caught in the crossfire, and villagers and city-dwellers alike rightfully fear for their own safety.",
								"Silver dragons lair in abundance around the cold wastes west of Mendev, as a consequence of the days when they joined thousands of crusaders who marched headlong into the demon-infested Worldwound. Bronze dragons are abundant in Taldor, and many copper dragons lair in the wilds of Andoran, where they wage war alongside other freedom fighters to overthrow devils in the neighboring empire of Cheliax. Perhaps the most extreme example of a metallic dragon taking part in human affairs is on the island nation of Hermea, where Mengkare\u2014an ancient gold wyrm\u2014has begun a grand social experiment he calls \"the Glorious Endeavor.\" Ostensibly intended to create a future utopia on Golarion, this highly controversial experiment is instead regarded by many as a cruel and unusual form of eugenics."
							]
						}
					]
				}
			]
		},
		{
			"name": "Dragon, Chromatic",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Dragon, Chromatic",
					"collapsible": true,
					"entries": [
						"While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty\u2014be it by claw, tooth, or breath\u2014and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.",
						{
							"type": "pf2-h3",
							"name": "Shape-Changing Dragons",
							"entries": [
								"Some dragons can take humanoid form, allowing them to infiltrate settlements or influence others without revealing their true nature. They gain the following ability:",
								{
									"name": "Change Shape",
									"source": "B1",
									"type": "ability",
									"style": "compact",
									"page": 342,
									"activity": {
										"number": 1,
										"unit": "action"
									},
									"traits": [
										"arcane",
										"concentrate",
										"polymorph",
										"transmutation"
									],
									"entries": [
										"The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage bonuses with its {@action Strike||Strikes}, but might change the damage type its {@action Strike||Strikes} deal (typically to bludgeoning)."
									]
								}
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "DRAGONS ON OTHER WORLDS",
							"entries": [
								"On the planet Triaxus the Wanderer, the seventh world from Golarion's sun, dragons rule entire continents. There, ancient dragons maintain city-states and nations. In a vast region known as the Drakelands, chromatic dragons have subjugated the humanoid inhabitants and frequently war among themselves. However, a few good dragons maintain holdings there. In the region knowns as the Skyfire Mandate, a different dynamic exists: good dragons who chose to work in harmony with the humanoid inhabitants have created a buffer against the tyrants of the Drakelands. There, creatures known as dragonkin work alongside humanoids to patrol the border, making up a group known as the Dragon Legion."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "DAHAK",
							"entries": [
								"Dahak, the Endless Destruction, is an ancient dragon god spawned by the righteous Apsu. Dahak is the god of destruction, evil dragons, and greed. After his birth, Dahak made his way to Hell where he roamed for ages before returning to the Material Plane to fight against his father and siblings, reveling in destruction and pledging to destroy the world."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Chromatic Dragon Spellcasters",
							"entries": [
								"Each type of chromatic dragon features a sidebar on spellcasting dragons of that type. To make a chromatic dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give it the spells outlined in its sidebar. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon's Intelligence or Charisma modifier by 1 or 2 to reflect its mastery of magic."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "OTHER DRACONIC CREATURES",
							"entries": [
								"The creatures that appear in this section are considered true dragons, but a multitude of other draconic creatures populate Golarion and beyond. Among these are the powerful and deadly linnorms (pages 224\u2013227), a wide range of drakes (pages 130\u2013135), whimsical faerie dragons (page 157) and pseudodragons, the cruel and deceitful azis, and the sinister undead raveners."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Chromatic Dragons of Golarion",
							"entries": [
								"The chromatic dragons that dwell around the Inner Sea region are cruel and sinister monsters who inspire as much fear as reverence. These terrible beasts are no mere myth, however, but a very real threat to the people with whom they share their lands. Most dwell in the wild places of the world, and only the most brazen of them regularly meddle in mortal affairs. The dragons of Golarion believe that they are descended from two original beings, Apsu and Tiamat, and their rich mythology attempts to explain the origins of the age-old war between chromatic and metallic dragons.",
								"Black dragons thrive in swampy wildernesses like the Mushfens in Varisia or the wrecked coastline now known as the Sodden Lands, while blue dragons prefer the sand-swept deserts of Thuvia and Osirion. Brutish green dragons roam the forests of the River Kingdoms in abundance and even the elven kingdom of Kyonin, particularly in the demon-tainted Tanglebriar. One of the most infamous red dragons, Aashaq, a wyrm priestess of the draconic god Dahak, makes her home among the isles of the Shackles, where she lords over her followers and leads raids throughout the Inner Sea region. White dragons, though they may be found in virtually any mountain range in Avistan, are perhaps most prevalent around the Crown of the World, where they threaten travelers caravaning across the Path of Aganhei."
							]
						}
					]
				}
			]
		},
		{
			"name": "Arbiter",
			"source": "B1",
			"_copy": {
				"name": "Aeon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Arbiter",
								"entries": [
									"These spherical inevitables are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over on chaos and its agents. With the announcement of the Convergence, many arbiters now serve as go-betweens among the aeon alliance and its mortal associates."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Aeon_Arbiter.png"
			]
		},
		{
			"name": "Axiomite",
			"source": "B1",
			"_copy": {
				"name": "Aeon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Axiomite",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "AXIOMITES IN AXIS",
										"entries": [
											"On the planar metropolis of Axis, an axiomite fills one of three roles: construction and maintenance of inevitables, building and repairing Axis's buildings, and exploring the laws and constants that underlie all of reality"
										]
									},
									"According to the axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the ancient, colossal cities of the Outer Planes and gave life to the mechanical inevitables. According to the aeons, axiomites are part of the Monad, having both risen from and rebelled against it long ago. Since the Convergence, most axiomites have recognized this as a fundamental truth, particularly after the aeons showed the axiomites how the Utopian language has formed as an amalgam of aeon envisioning and formulaic mathematical expression. Most axiomites live in the perfect city of Axis, which they continually act to improve, thus refining the concept of perfection itself.",
									"A particular axiomite may look like any humanoid creature, though the particular form it takes on does not affect its abilities. Beneath this assumed form, all axiomites are the same\u2014clouds of glowing, crystalline dust that constantly swirls and congeals into complex tangles of symbols and equations, evincing their existence as literal creatures of pure mathematical law.",
									"Axiomites arise from the souls of lawful neutral mortals, particularly those who were, in life, mathematicians, architects, crafters, or philosophers. While these souls do not retain any memories of their lives in the transition into axiomites, their life skills and experiences nevertheless serve a valuable metaphysical resource during formation."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Aeon_Axiomite.png"
			]
		},
		{
			"name": "Kolyarut",
			"source": "B1",
			"_copy": {
				"name": "Aeon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Kolyarut",
								"entries": [
									"Kolyarut inevitables are enforcers of bargains and punishers of those who fail to uphold them. Their humanoid shape, ability to disguise themselves among a humanoid population, and diplomatic leanings make them the most approachable inevitables, and thus more likely to ally themselves with others. They are among the most talkative of all inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use to assist their efforts in gathering information on their targets or issuing challenges in a legal manner."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Aeon_Kolyarut.png"
			]
		},
		{
			"name": "Pleroma",
			"source": "B1",
			"_copy": {
				"name": "Aeon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Pleroma",
								"entries": [
									"Among the most powerful of all the true aeons, pleromas are a manifestation of the duality of creation and destruction. Their physical manifestation is a constant state of flux between these two poles, their forms a shifting cloak of black where galaxies and other celestial objects flit in and out of existence, as if depicting the constant life, death, and rebirth of a miniature, self-contained universe.",
									"Pleromas see the multiverse as both eternal and cyclical, doomed and malleable, ending only if these cycles ever become unbalanced. They believe the current Convergence is necessary to obtain this essential balance, and act to ensure that the grand design of the Monad is carried out to the smallest detail."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Aeon_Pleroma.png"
			]
		},
		{
			"name": "Skum",
			"altName": "Ulat-Kini",
			"source": "B1",
			"_copy": {
				"name": "Alghollthu",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Skum (Ulat-Kini)",
								"entries": [
									"The most numerous of the alghollthus are the ulat-kinis, a servitor race created from human stock to serve as rank-and-file soldiers in alghollthu armies. At the zenith of alghollthu power, ulat-kinis formed massive legions and enjoyed significant power over other species. When the alghollthus retreated from the world, they abandoned teeming hordes of ulat-kinis. Although these erstwhile soldiers tried to continue their conquering ways, their numbers declined rapidly in battlefield defeats and purposeful exterminations enacted by their enemies. Ulat-kini society degenerated, so that now only a few enclaves exist in the depths of the earth or along isolated coastlines. Few remember their own species' name, instead using the epithet their foes gave them: \"skum.\""
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Alghollthu_Skum.png"
			]
		},
		{
			"name": "Faceless Stalker",
			"altName": "Ugothol",
			"source": "B1",
			"_copy": {
				"name": "Alghollthu",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Faceless Stalker (Ugothol)",
								"entries": [
									"Among the subtler of the alghollthu creations were the ugothols\u2014also known as faceless stalkers. These twisted beings used shapeshifting to infiltrate settlements and assassinate key targets. They sowed discord and replaced leaders, causing unwanted organizations to implode and bothersome people to lose face and eventually disappear. Entirely terrestrial in nature, ugothols can easily extend alghollthu plots above the waves for extended periods of time, giving their aquatic masters enhanced reach into these unpleasantly dry realms. Today, most faceless stalkers\u2014like the less dangerous ulat-kinis\u2014pursue programmed goals without the guidance of alghollthu rule. Faceless stalkers prefer to live as close to the sea coast as possible, although they are not aquatic creatures themselves. Most dwell in tiny tribes in marshlands. Others live in the sewers of coastal towns.",
									"By instinct, faceless stalkers seek to sow discord. They replace leaders in humanoid societies, then guide infiltrated settlements down paths of destruction. Among humanoids who have wicked tendencies, a faceless stalker can become a prominent trailblazer, leading a group to new heights of depravity and violence. Inevitably, however, faceless stalker infiltrators lead their followers to ruin. The ugothol eventually moves on\u2014either because its true nature is about to be discovered, or because it has despoiled or devastated all local resources.",
									"An ugothol gains nourishment only through its long, bloodsucking tongue. Their prey bear distinctive triple puncture wounds near major arteries. Corpses bearing such marks are typically the first clues found to uncover a faceless stalker's presence, though sometimes they are overlooked as marks belonging to a vampire or chupacabra."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Alghollthu_FacelessStalker.png"
			]
		},
		{
			"name": "Alghollthu Master",
			"altName": "Aboleth",
			"source": "B1",
			"_copy": {
				"name": "Alghollthu",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Alghollthu Master (Aboleth)",
								"entries": [
									"Aboleths form the core of alghollthu society, and while they are the \"common folk\" of their own societies, they see themselves as masters of all others. Unlike their leaders, who mask their actions using magical disguises, aboleths revel in their monstrous forms, appearing as primeval fish with tentacles. Masters of psychic manipulation, they are a species so ancient that they were present in the world when it was young, before the gods had turned their attention to the planet. They see all other life as something they have the right to control, so the idea that potential slaves might have faith in a higher power other than themselves enrages aboleths."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Alghollthu_AlghollthuMaster.png"
			]
		},
		{
			"name": "Veiled Master",
			"altName": "Vidileth",
			"source": "B1",
			"_copy": {
				"name": "Alghollthu",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Veiled Master (Vidileth)",
								"entries": [
									"The powerful vidileths are the insidious veiled masters of the alghollthus. These manipulators of mind and body alike lead their species in the open, using their ability to change form to walk among and deceive humans and other sapient species. Many veiled masters are even more powerful than the typical specimen presented here and can use a wide range of arcane or occult spells and rituals. While veiled masters command significant combat prowess and impressive magical skills, the greatest danger they pose to others is their uncanny ability to infiltrate into societies much different than their own. The most paranoid of adventurers and conspiracy scholars worry that every major city has been infested by secret cabals of vidileths, while others dismiss this as hogwash and fearmongering. The truth is likely somewhere in between, but it doesn't take many veiled masters pulling the strings behind the scenes to wreak havoc upon an entire nation!"
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Alghollthu_VeiledMaster.png"
			]
		},
		{
			"name": "Cassisian",
			"altName": "Archive Angel",
			"source": "B1",
			"_copy": {
				"name": "Angel",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Cassisian (Archive Angel)",
								"entries": [
									"The weakest of angels, cassisians usually serve as lackey messengers for more powerful angels or as spiritual guides for mortals. Despite their limited intellect, cassisians have a knack for precise recollection, particularly with scripture. Most cassisians are formed from the souls of trustworthy mortals, but some arise from fragments of greater angels destroyed in service to the celestial realms."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Angel_Cassisian.png"
			]
		},
		{
			"name": "Choral",
			"altName": "Choir Angel",
			"source": "B1",
			"_copy": {
				"name": "Angel",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Choral (Choir Angel)",
								"entries": [
									"Choral angels are incredible singers who fill the halls of Nirvana with pious chants and sacred hymns. They form from the souls of talented bards and other performers. While they shy away from conflict, they occasionally brave the mortal realm to deliver good omens and auspicious messages. Choral angels often serve the goddess {@deity Shelyn}, but they can also serve other good deities and empyreal lords."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Angel_Choral.png"
			]
		},
		{
			"name": "Balisse",
			"altName": "Confessor Angel",
			"source": "B1",
			"_copy": {
				"name": "Angel",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Balisse (Confessor Angel)",
								"entries": [
									"Balisses, or confessor angels, seek to assist mortals ensnared by moral dilemmas or crises of faith. Balisses prefer to guide people to their own decisions rather than demand obedience to a higher cause, as intrinsic belief is even more powerful than blind obedience. While most balisses are fundamentally honest, they use their guardian angel ability to seem less intimidating and decrease the chance the mortal will simply acquiesce to the opinion of an obviously divine being. Balisses often form from souls of those who performed evil acts but were redeemed. Many serve the goddess Sarenrae, but they can serve other good deities and empyreal lords as well."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Angel_Balisse.png"
			]
		},
		{
			"name": "Astral Deva",
			"altName": "Emissary Angel",
			"source": "B1",
			"_copy": {
				"name": "Angel",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Astral Deva (Emissary Angel)",
								"entries": [
									"Astral devas are the elite messengers and emissaries of the celestial realms, serving deities and celestial armies by delivering messages, performing reconnaissance, and providing support for those in need of aid. They watch over planar travelers and take powerful mortals under their wings to mentor them. Astral devas carry scrolls containing important messages and other celestial secrets.",
									"Astral devas can form spontaneously from the souls of exceptional good-aligned mortals, but are also sometimes created from such souls intentionally by deities or demigods. In the later cases, astral devas often bear physical features that mark them as closely affiliated with that deity. An astral deva created by Sarenrae, for example, might have hair made of fire, while one created by Torag might look more dwarven, and one created by Desna could have butterfly wings instead of feathered wings. It's not unusual for astral devas created by lawful good or chaotic good deities to share their creators' alignment."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Angel_AstralDeva.png"
			]
		},
		{
			"name": "Animated Broom",
			"source": "B1",
			"_copy": {
				"name": "Animated Object",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Animated Broom",
								"entries": [
									"Animated brooms perform menial tasks of cleaning and upkeep, but they can step in to defend a room from intrusion if needed. These simple animated objects can be found with greater frequency than more complicated and costly objects."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/AnimatedObject_AnimatedBroom.png"
			]
		},
		{
			"name": "Animated Armor",
			"source": "B1",
			"_copy": {
				"name": "Animated Object",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Animated Armor",
								"entries": [
									"Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Animated Statue",
			"source": "B1",
			"_copy": {
				"name": "Animated Object",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Animated Statue",
								"entries": [
									"Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to hide their true nature until an intruder arouses their ire. Adventurers' suspicions regarding statues suddenly animating and attacking has led many less scrupulous adventurers to automatically attack any statues they encounter, ruining harmless, ancient relics."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Animated Statue",
			"source": "B1",
			"_copy": {
				"name": "Animated Object",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Animated Statue",
								"entries": [
									"As with any humanoid animated statues of Medium size, giant animated statues are used to guard locations of importance, but their increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Animated objects of this strength and size are ideal for tasks and responsibilities usually performed by golems, and more powerful animated objects are thus all but unheard of."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/AnimatedObject_GiantAnimatedStatue.png"
			]
		},
		{
			"name": "Ankhrav",
			"source": "B1",
			"_copy": {
				"name": "Ankhrav Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ankhrav",
								"entries": [
									"These horse-sized, burrowing monsters generally avoid heavily settled areas like cities, but ankhravs' predilection for livestock and humanoid flesh ensures that the creatures do not remain in the deep wilderness for long. Desperate farmers whose fields become infested by ankhravs often have little recourse but to seek the aid of adventurers."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ankhrav_Ankhrav.png"
			]
		},
		{
			"name": "Hive Mother",
			"source": "B1",
			"_copy": {
				"name": "Ankhrav Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Hive Mother",
								"entries": [
									"Ankhrav hive mothers are fearsome predators that one can easily distinguish from the typical ankhrav not only by their greater size, but the presence of a large pair of razor-sharp, mantis-like arms."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gorilla",
			"source": "B1",
			"_copy": {
				"name": "Ape",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Gorilla",
								"entries": [
									"Gorillas can be territorial creatures, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla uses its fangs and powerful arms to bite and pummel trespassers with wild abandon."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Megaprimatus",
			"source": "B1",
			"_copy": {
				"name": "Ape",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Megaprimatus",
								"entries": [
									"The megaprimatus is among the mightiest of apes, quick to confront any perceived intrusions into its domain. With a height of 40 feet, it towers over even most giants, and is used to being the top-tier predator in the region."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ape_Megaprimatus.png"
			]
		},
		{
			"name": "Arboreal Warden",
			"source": "B1",
			"_copy": {
				"name": "Arboreal",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Arboreal Warden",
								"entries": [
									"Arboreal wardens are the rangers of arboreal society. These itinerant folk have an innate curiosity about the woodlands in which they dwell, and rarely stop to take root and rest in the same part of the forest twice. This wanderlust makes wardens ideal forest patrollers and scouts. While they are robust combatants, they know better than to confront dangerous foes on their own. Instead, they report any dangers to arboreal regents. In rare cases, large groups of arboreal wardens congregate to form a copse. Copses travel beyond the boundaries of a forest to investigate the hinterlands and gather intelligence on potential threats before returning to report their findings. Arboreal wardens do not pretend to understand to other creatures' motives\u2014like most forces of the natural world, they are ambivalent about mortal affairs that do not involve their forest."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Arboreal_ArborealWarden.png"
			]
		},
		{
			"name": "Awakened Tree",
			"source": "B1",
			"_copy": {
				"name": "Arboreal",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Awakened Tree",
								"entries": [
									"Arboreal regents and other wielders of powerful primal magic grant temporary sentience to trees in order to protect the forest. Invested with a workable set of instincts and the ability to mobilize and attack, these awakened trees follow the commands of their master and fight to protect their home. The statistics below work just as well for foliage that has become animate via other methods, such as a mystical influence from another dimension, a capricious fey spirit, or the like."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Arboreal Regent",
			"source": "B1",
			"_copy": {
				"name": "Arboreal",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Arboreal Regent",
								"entries": [
									"Arboreal regents\u2014also called treants\u2014are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never act brashly or without much deliberation. They occasionally come together in small groups called groves to share news and pass their wisdom down to the arboreal wardens that have sprouted under their watch. In times of grave danger, all the groves in a region may gather for a great months-long meeting to plan and, eventually, act upon a threat.",
									"The typical arboreal regent is 30 feet tall, has a trunk 2 feet in diameter, and weighs 4,500 pounds."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Arboreal_ArborealRegent.png"
			]
		},
		{
			"name": "Lantern Archon",
			"source": "B1",
			"_copy": {
				"name": "Archon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lantern Archon",
								"entries": [
									"Friendly, curious, and eternally optimistic, lantern archons embody the virtue of hope. They are formed of living light given corporeal shape, and they serve as beacons, guiding mortals out of their darkest moments and toward the path of righteousness. Their luminous bodies can flicker with the subtlety of a candle flame or flare up like a torch. Lantern archons can control all aspects of their light as easily as other creatures control their facial expressions, leading them to change color, twinkle, and otherwise dim and brighten in time with their actions and words. While effervescent and chipper in conversation, lantern archons are impressively stoic mobile support troops and guardians in times of conflict, and are capable of uniting to form powerful warriors of light called gestalts."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Archon_LanternArchon.png"
			]
		},
		{
			"name": "Horned Archon",
			"source": "B1",
			"_copy": {
				"name": "Archon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Horned Archon",
								"entries": [
									"Horned archons are secretive and tireless sentinels and scouts, patrolling the Outer Sphere's untamed wilds for evil to eliminate and keeping small communities safe from demons, devils, and worse. They resemble muscular humans with the head, horns, and legs of a stag. When requested to do so by their patrons, especially Erastil, they journey to the Material Plane and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures. Because they roam the wilds of Nirvana and Elysium, horned archons are among the best at understanding the perspectives of other celestials."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Archon_HornedArchon.png"
			]
		},
		{
			"name": "Legion Archon",
			"source": "B1",
			"_copy": {
				"name": "Archon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Legion Archon",
								"entries": [
									"Despite their flaming blades and heavy armor, legion archons are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers\u2014especially fiends that embody the sin of wrath\u2014legion archons don't hesitate in battle, mounting offensives under divine commanders like Iomedae."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Archon_LegionArchon.png"
			]
		},
		{
			"name": "Shield Archon",
			"source": "B1",
			"_copy": {
				"name": "Archon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Shield Archon",
								"entries": [
									"Shield archons defend the fortresses of Heaven against fiendish incursions. They wield their spears and shields in massive formations capable of withstanding any onslaught. Beneath their armor, they are sheathed in skin of steel. Given their tremendous strength and imposing stature, shield archons are ideal guardians of the meek and are sometimes summoned to the Material Plane to ward off the attacks of great numbers of evildoers."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Archon_ShieldArchon.png"
			]
		},
		{
			"name": "Lyrakien",
			"altName": "Wanderer Azata",
			"source": "B1",
			"_copy": {
				"name": "Azata",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lyrakien (Wanderer Azata)",
								"entries": [
									"Lyrakiens are musical messengers and embodiments of free travel. They serve Desna and other deities and empyreal lords of Elysium, but are quite fond of the concept of free time and are always on the hunt for opportunities to pause in their duties to enjoy music or appreciate a moment of beauty. They love contests, stories, and songs, and they often challenge mortals to musical contests or pester them to share grand tales of their exploits. Lyrakiens rely on their agility to avoid conflicts, but they do their best to defend places of great natural beauty, especially against lawful or evil foes they can damage with their starlight. Lyrakiens have an innate wanderlust and rarely stay in the same place for very long. Some travel alongside adventurers, ofter writing songs about their quests and feats of derring-do.",
									"Though light-hearted creatures, lyrakiens don't let their whimsical personalities get in the way of protecting breathtaking natural locations. Often called \"glistenwings\" by gnomes and halflings, they are frequently mistaken for sprites or similar fey, a bit of confusion that many lyrakiens find amusing and fertile ground for shenanigans involving those they deem deserving of a bit of unexpected fun and discord in their lives."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Azata_Lyrakien.png"
			]
		},
		{
			"name": "Gancanagh",
			"altName": "Passion Azata",
			"source": "B1",
			"_copy": {
				"name": "Azata",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Gancanagh (Passion Azata)",
								"entries": [
									"Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments of free love, they eagerly throw themselves into courting targets for brief but earnest flings until their quicksilver passions change their desires. They serve Cayden Cailean as well as other bacchanalian deities and empyreal lords of Elysium who understand their desires for love and parties. Gancanaghs hate evil beings that profane the spirit of romance and passion, as such creatures (especially the demonic tempters known as succubi) reinforce stigmas against open and free love. One can give no greater insult to a gancanagh than to mistake him for such a creature, and more than one hotheaded gancanagh has challenged a misinformed paladin or other champion of good to a duel over such a slight. While they enjoy drinking and carousing, gancanaghs can't stand smoke. Nonetheless, many gancanaghs carry whimsical-looking smoking pipes because they think it makes them look dapper. They cherish their silver flutes, for they enjoy the beauty of flutes' music and its ability to sway the heart.",
									"The majority of gancanaghs present themselves as male, but the concept of gender to a creature like a gancanagh, which can change its shape freely, is much more fluid and open to interpretation than for many mortals. Gancanaghs enjoy using this flexibility to confront and test mortals' convictions when faced with fear or prejudice, but when encountering mortals who themselves are open-minded about sexuality or gender identity, they can become lifelong allies. For those who are persecuted for such reasons, gancanaghs are tireless defenders and eager supporters, quick to provide safety and to punish those who would attempt to impose narrower beliefs upon a world that deserves more diversity than it often gets. If possible, a gancanagh seeks to educate and redeem those who hold destructive beliefs or prejudices, resorting to combat only to defend themself or an endangered mortal, or when no other option seems tenable\u2014yet even then, they fight with sadness."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Azata_Gancanagh.png"
			]
		},
		{
			"name": "Lillend",
			"altName": "Muse Azata",
			"source": "B1",
			"_copy": {
				"name": "Azata",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lillend (Muse Azata)",
								"entries": [
									"Lillends are tale-tellers, chroniclers, and champions of freedom of expression. They are generally peaceful, but are quick to act if a masterful piece of art is threatened or free speech is suppressed. They pride themselves on inspiring mortals to greater heights of expression and creativity, and more than one bard looks to a lillend as their personal inspiration. Lillends sometimes secretly follow the adventures of mortal heroes to record their stories as epic poems and songs, which they then perform in the packed mead halls of Elysium. When pursuing such goals, lillends take pains to use their innate spells to remain in hiding, as they would rather observe and record events without \"polluting\" them with their own intervention. Nevertheless, a lillend who sees their charge faced with certain death often cannot resist the urge to intervene and save the day. Inevitably, this brings a close to the lillend's chronicles, as their relationship with their subject invariably shifts from one of detached observation to friendship or more. Yet lillends remain hesitant to involve themselves for overlong in a mortal's life, in part because they fear what sort of fiendish attention their presence might attract, but mostly out of respect for the mortal's own destiny. A lillend would, all things being equal, prefer to let mortals choose their own fate rather than run the risk of sending someone down a path to which their heart is not set."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Azata_Lillend.png"
			]
		},
		{
			"name": "Ghaele",
			"altName": "Crusader Azata",
			"source": "B1",
			"_copy": {
				"name": "Azata",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ghaele (Crusader Azata)",
								"entries": [
									"Ghaeles are fiend-hunting knights of Elysium and champions of the freedom to take up arms against oppressors and other evils. Ghaeles rarely engage directly in mortal wars, but where fiends are involved they make an exception. A ghaele might assume the guise of a mortal to fight fiends alongside others, hoping to bolster morale and teach good tactics against such supernatural foes. Ghaeles serve various deities and empyreal lords of Elysium, though many have an affinity for Cayden Cailean in his capacity as a champion of freedom and defender of the downtrodden. Among azatas, ghaeles are generally the quickest to shift to violence as a method of solving problems, but even then they seek to minimize pain and suffering when they can."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Azata_Ghaele.png"
			]
		},
		{
			"name": "Banshee",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Banshee",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BORN FROM TRAGEDY",
							"entries": [
								"The banshee represents one of the most tragic of undead, a soul so wracked with agony and fury over a betrayal in life that, in death, it lingers on as a great evil. That most of those who become banshees were not evil in life only deepens this tragic theme, and many elven adventurers see it as their duty not only to put banshees to rest, but to right the wrong that saw their creation in the first place."
							]
						},
						"Banshees are the furious, tormented souls of elves bound to the Material Plane by a betrayal that defined the final hours of their lives. Some banshees arise from elves who were slain by trusted friends and allies, or whose loved ones betrayed them on their deathbeds. Others spawn from elves whose treacherous deeds shortly before their deaths left a stain upon their souls. Regardless of their origin, banshees despise the living. This hatred of life is all too often a horrific inversion of their personalities in life. Some speculate that the more kind-hearted the elf (and the more wrenching the betrayal), the crueler the banshee.",
						"Banshees rarely stray far from where they perished and typically haunt thick forests and canopied swamps where little light graces the ground. Many banshees can be found in the elven nation of Kyonin, specifically in Tanglebriar, the sinister domain of the demon Treerazer. Similarly, a large number of banshees can be found lurking about the edges of drow settlements in the Darklands, as plenty of cruelty and betrayal exists in drow culture.",
						"Banshees' mere touch inflicts pain and primal fear, and those exposed to their wails of grief rarely survive the experience."
					]
				}
			],
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Banshee.png"
			]
		},
		{
			"name": "Baomal",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Baomal",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "MYSTERIOUS ORIGINS",
							"entries": [
								"All too often, those who study stranger monsters make the assumption that they were created by powerful but ill-advised wizards or are the result of ancient manipulations from the alghollthu empire. In the case of the baomal, extensive research suggests that neither of these explanations are accurate. No ancient texts have yet been recovered in which a wizard claims to have created the first baomal. And while the alghollthu of today use them as warbeasts, ancient carvings suggest that in the earliest days, baomals were ravenous hunters of alghollthus."
							]
						},
						"Few sea monsters are as dreaded and feared as the two-headed baomal. These massive predatory beasts typically dwell in the deepest waters and compete with krakens and other monsters for food. They feed on whales and other large sea creatures, sometimes following them to the water's surface. Near the surface, baomals that encounter ships quickly learn that they contain a variety of tasty morsels. The creatures use their devastating spikes to rip open the ships' hulls, then leisurely feed on the helpless sailors."
					]
				}
			],
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Baomal.png"
			]
		},
		{
			"name": "Barghest",
			"source": "B1",
			"_copy": {
				"name": "Barghest Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Barghest",
								"entries": [
									"Typical barghests are ravenous gluttons of life who feed and grow on the fat of mortals, their bodies changing in ways none can predict as they use the flesh and blood of their victims to achieve grisly transformations into greater barghests. Barghests often make use of their shapechanging abilities to rule tribes of goblinoids or to discreetly hunt in rural areas in the guise of unnaturally intelligent wolves. They do not work well together, as each barghest wants all the kills for itself; cannibalism is the typical result of too many barghests in one small area."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Barghest_Barghest.png"
			]
		},
		{
			"name": "Greater Barghest",
			"source": "B1",
			"_copy": {
				"name": "Barghest Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Greater Barghest",
								"entries": [
									"Once a barghest has eaten enough to grow into a greater barghest, it typically seeks a method to leave the Material Plane and return to the Abyss, there joining other fiends as yet another of that plane's horrors. As barghests have no innate ability to travel the planes, though, the time it takes for most greater barghests to engineer such a return can usually be measured in years, if not decades. During that time, greater barghests continue to play the roles of gluttons, hunters of humanity, and tyrants of goblinoid tribes. More than a few grow accustomed to such lives on the Material Plane and wholly abandon the end goal of returning to the Abyss, despite the fact that those who do make such a return home often grow even more powerful over time, gaining eerie new abilities and qualities absorbed from the raw chaos of the Abyss itself.",
									"In addition to greater barghests being more powerful than typical barghests, the process of transforming into a greater barghest results in hideous mutations that often grant deadly abilities. Some barghests grow large bat-like wings upon their transformation. Others develop toxic breath or vestigial limbs. The options detailed in the stats below represent only the tip of the proverbial iceberg for barghest mutations\u2014feel free to use these as inspiration for coming up with new mutations of your own design."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Barghest_GreaterBarghest.png"
			]
		},
		{
			"name": "Basilisk",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Basilisk",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BASILISK LAIRS",
							"entries": [
								"Basilisks can be found in almost any terrestrial environment, including forests, hills, mountains, plains, and swamps. They tend to dwell in caves or sheltered areas, and their hides often bear complexions that allow them to more easily blend with their environments. As a result, forest-dwelling basilisks may have scales of a verdant emerald color to match surrounding vegetation, while a basilisk that lives in the desert may be a sandy brown or shale color."
							]
						},
						"The basilisk is an eight-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like for the cockatrice, the first basilisks hatched from leathery eggs laid by snakes and incubated by roosters, but little in the basilisk's physiology lends any credence to this claim.",
						"A basilisk prefers to eat petrified flesh. Once a victim has been turned to stone, the basilisk crunches the fossilized corpse with its powerful jaws and lets its potent stomach acids do the rest. This digestive process is extremely slow and inefficient, causing the basilisk to move so lethargically that it appears as if in mid-petrification itself. This has even led to the saying \"as slow as a well-fed basilisk.\" Certainly basilisks are well-known for their slow gait and slothful nature, but a predator that can turn its prey to stone with a glance hardly has much need for speed.",
						"An adult basilisk is 13 feet long from head to tail and weighs roughly 300 pounds. These reptiles make hissing sounds when moving about that turns to a guttural gurgle when they're agitated. Though they are normally solitary creatures that come together only to mate and lay eggs, there are periodic reports of regions being infested with unusual numbers of basilisks. What causes these unusual congregations of basilisk activity is unknown.",
						"For unknown reasons, weasels and ferrets are immune to the basilisk's stare, and they sometimes sneak into basilisk lairs while a parent is hunting in order to consume eggs or freshly hatched 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."
					]
				}
			],
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Basilisk.png"
			]
		},
		{
			"name": "Vampire Bat Swarm",
			"source": "B1",
			"_copy": {
				"name": "Bat",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Vampire Bat Swarm",
								"entries": [
									"Although the typical vampire bat has a wingspan of 7 inches and doesn't pose a significant threat to larger prey alone (and indeed, these blood-drinkers can feed without their sleeping victims ever noticing), some unusually aggressive species of these bats hunt in deadly swarms. A churning cloud of vampire bats is much more dangerous than the sum of its individual parts and is capable of inflicting an overwhelming number of bleeding wounds in a frighteningly short span of time."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Bat_VampireBatSwarm.png"
			]
		},
		{
			"name": "Giant Bat",
			"source": "B1",
			"_copy": {
				"name": "Bat",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Bat",
								"entries": [
									"While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters\u2014many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Grizzly Bear",
			"source": "B1",
			"_copy": {
				"name": "Bear",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Grizzly Bear",
								"entries": [
									"This large and powerful omnivore inhabits forested hills. While it typically sustains itself on nuts, berries, fish, and small mammals, it's fiercely territorial and will chase off or kill any creature it views as competition. Grizzly bears are especially temperamental when their young are nearby. In combat, a grizzly bear often attempts to grab and maul its foe with surprising ferocity. It continues its assault until its foe seems like it is no longer a threat, though if the bear is hungry, it will not hesitate to feed."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Cave Bear",
			"source": "B1",
			"_copy": {
				"name": "Bear",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Cave Bear",
								"entries": [
									"Larger, stronger, and far more aggressive than its smaller cousins, the cave bear is a behemoth that avoids civilized lands, preferring to dwell in remote places. As its name might suggest, the cave bear makes its den in natural caves, and like the grizzly bear, a cave bear is fiercely territorial. Unlike a grizzly bear, however, a cave bear is short tempered and will make sure its foe is dead before moving on, usually feasting on its prey's soft flesh once it has been incapacitated. Cave bears are often regarded as powerful guardian spirits by remote-dwelling people, while they are utilized as beasts of war by orcs or even giants\u2014stone giants in particular have an affinity for keeping trained cave bears as pets or guardians for their homes."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Bear_CaveBear.png"
			]
		},
		{
			"name": "Flash Beetle",
			"source": "B1",
			"_copy": {
				"name": "Beetle",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Flash Beetle",
								"entries": [
									"These 3-foot-long insects boast a pair of glowing organs on the back of the abdomen that give off bright light and that continue to glow for days, even after the creature's death. Flash beetles are commonly herded and harvested by miners and spelunkers, as their glow is considered safer than torches and less expensive than lamps. Denizens of the Darklands often domesticate and train these insects, using them as pets, livestock, or caging them to use as organic sources of light in areas frequented by visitors unaccustomed to the darkness."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Stag Beetle",
			"source": "B1",
			"_copy": {
				"name": "Beetle",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Stag Beetle",
								"entries": [
									"The giant stag beetle is larger than a horse, and the sight of one flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving. Its enormous mandibles are used to impress mates, intimidate rivals, and discourage predators, for they can deliver deadly blows. While giant stag beetles are deadly predators, they can be domesticated by skilled wranglers. In such a capacity, these beetles serve well as beasts of burden or even as mounts.",
									"Giant stag beetles can be a serious menace in marshes, cavern complexes, and heavy forests. More than one logging camp has attracted a cluster of giant stag beetles and had to be completely abandoned, yielding all its lumber to the hunger of the giant insects."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Beetle_GiantStagBeetle.png"
			]
		},
		{
			"name": "Bloodseeker",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Bloodseeker",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BLOODSEEKER TREASURE",
							"entries": [
								"Bloodseekers have no interest in treasure, but their lairs tend to be scattered with the remains of adventurers\u2014and their valuables.",
								{
									"type": "pf2-title",
									"name": "BLOODSEEKER LOCATIONS"
								},
								"Bloodseekers hunt close to their nests, which they make in fens, bogs, fetid pools, and abandoned buildings. A foot-wide amalgamation of mud and reeds is a telltale sign of a bloodseeker nest."
							]
						},
						"Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It is from such beleaguered people that the bloodseeker's regional name \"stirge,\" possibly a corruption of the word \"scourge,\" comes. Folk wisdom holds that the appearance of bloodseekers in a region signals a healthy herd of livestock, but more often it means bogs or old buildings that haven't been properly tended to. Certainly, no amount of folksy parable can assuage a farmer driven to destitution by a bloodseeker infestation. But despite their role as parasites, bloodseekers aren't hated by all villages. In some cases, the inhabitants of remote backwoods thorps even keep the things as pets or use them as doubtful medicinal \"tools\" to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers of gods of pestilence and parasites often view bloodseekers as sacred to their faith and allow the creatures to feed freely from their bodies. In such societies, those who accidentally give too much are considered to have been \"blessed\" by the village's hungry god.",
						"Bloodseekers seem to be constantly hungry, but they are not inherently malevolent. They can be scared away fairly easily and prefer to swiftly retreat rather than risk death. Some adventurers report that these creatures can be scared away by waving torches at the flying pests. However, bloodseekers are much bolder when encountered in larger numbers, as bringing down one victim lets an entire colony feed. Bloodseeker colonies are called clots, for obvious and disgusting reasons. If a lone bloodseeker finds a likely victim while its clot is nearby, it emits a high-pitched, keening noise to summon reinforcements.",
						"Most humanoids avoid bloodseekers, but boggards sometimes cultivate bloodseeker nests around the perimeter of their territory. These colonies serve as a deterrent to intruders, and the boggards sometimes check for bloodseeker prey, collecting the hides or bodies of animals killed by the pests. Meals prepared from slain bloodseekers that have gorged on the blood of specific creatures are a staple among certain boggard communities. The boggards not only eat the actual bloodseekers, but they also make a gelled slurry from the drained blood.",
						"A typical bloodseeker is about a foot long, with mottled, reddish-brown skin and a yellow underbelly. Its four wings resemble bat wings. When gorged with blood, the creature becomes bloated and pink, and it tends to wobble unsteadily in the air as it flies off to digest its meal."
					]
				}
			],
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Bloodseeker.png"
			]
		},
		{
			"name": "Boar",
			"source": "B1",
			"_copy": {
				"name": "Boar Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Boar",
								"entries": [
									"Boars are omnivorous mammals, hunted heavily because their meat is considered a delicacy. Boars are most likely to attack humanoids either in self-defense or during their mating season in the winter months, when the males grow an extra inch of tissue to protect their organs as they fight off rivals. Of course, in some cultures boars are trained to become much more aggressive so they can fill the roles of warbeast and guardian. When such boars escape back into the wild, they can become true terrors of the region."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Boar_Boar.png"
			]
		},
		{
			"name": "Daeodon",
			"source": "B1",
			"_copy": {
				"name": "Boar Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Daeodon",
								"entries": [
									"Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although omnivorous, the daeodon (known in some regions simply as a giant boar) prefers to feed on flesh. Primarily a scavenger, the daeodon isn't adverse to attacking creatures it encounters while searching for easier meals, or to protect any perceived encroachment into its lair or feeding grounds. Particularly brave or skilled orcs are fond of using daeodons as mounts or war-trained battle beasts; orc cavalry mounted on daeodons is 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."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Boggard Scout",
			"source": "B1",
			"_copy": {
				"name": "Boggard",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Boggard Scout",
								"entries": [
									"Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to make it easier to issue threats and insults toward trespassers."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Boggard Warrior",
			"source": "B1",
			"_copy": {
				"name": "Boggard",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Boggard Warrior",
								"entries": [
									"Boggard warriors exalt in single combat, and prefer to fight alone so that none can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Boggard_BoggardWarrior.png"
			]
		},
		{
			"name": "Boggard Swampseer",
			"source": "B1",
			"_copy": {
				"name": "Boggard",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Boggard Swampseer",
								"entries": [
									"The boggard swampseer has been gifted with magic through its worship of the demon lord Gogunta, and uses its power to rule a boggard village, keeping the rest of the village in line and planning raids on nearby communities."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Boggard_BoggardSwampseer.png"
			]
		},
		{
			"name": "Brain Collector",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Brain Collector",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DOMINION OF THE BLACK",
							"entries": [
								"Brain collectors typically hunt alone, yet some adopt morbid cults that include followers who hope to have their own brains harvested by these alien invaders. The Dominion of the Black includes a wide array of monstrous aliens, of which the brain collectors are merely the most commonly encountered on terrestrial worlds. Many of these aliens have affinities for stealing thoughts, inhabiting bodies, or feeding on memories\u2014the focus on the consumption of brains and of identities suggesting disturbing truths about their coalition."
							]
						},
						"The grotesque brain collectors (or neh-thalggus, as they call themselves) originate from worlds far beyond the known solar system, and are part of a conglomeration of hostile aliens known collectively as the Dominion of the Black. Whether driven by their own schemes or directives from sinister overlords, brain collectors arrive in living starships to harvest the brains of intelligent creatures. These aberrations draw no nutrition from brains, instead storing them for analysis and as vessels for occult magical energies.",
						"A brain collector's form evokes that of a tailless scorpion, but the pulsing brain-filled blisters that glisten along its back make them impossible to mistake for merely oversized arachnids. Baleful eyes glare from the joints on their legs, and the unsettling, intrusive whisper-thoughts they telepathically broadcast into the minds of those they seek to feed on can be interpreted as threats or promises alike.",
						"Brain collectors have very little empathy for the denizens of any world they visit, despite the fact that certain cults venerate them, or the Dominion they hail from, as if they were gods. To brain collectors, terrestrial creatures are simply resources for their magical needs and occult powers. They have little interest in worshipping gods or being worshipped themselves, yet they do practice strange forms of religion of their own, in which they consider the primordial forces of deep space as worthy of faith and fear."
					]
				}
			],
			"images": [
				"https://2e.aonprd.com/Images/Monsters/BrainCollector.png"
			]
		},
		{
			"name": "Bugbear Thug",
			"source": "B1",
			"_copy": {
				"name": "Bugbear",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Bugbear Thug",
								"entries": [
									"The more common bugbear thug specializes in the art of lurking in the shadows."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Bugbear_BugbearThug.png"
			]
		},
		{
			"name": "Bugbear Tormentor",
			"source": "B1",
			"_copy": {
				"name": "Bugbear",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Bugbear Tormentor",
								"entries": [
									"The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Bulette",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Bulette",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BULETTE APPETITES",
							"entries": [
								"Although bulettes will eat almost any living creature that they can catch within their vicious jaws, most of them have a particular fondness for the flesh of halflings or horses. Lacking other food, a bulette might gnaw upon vegetable matter or even inanimate objects, although they don't gain actual nourishment from doing so, this need to feed being merely an extension of a deeply compelling instinct"
							]
						},
						"Bulettes are fearsome predators that roam just beneath the surface of desolate wilderness areas. When they burrow through the ground, only the fin of their thickly armored backs protrudes above\u2014at least until they are ready to leap out and strike their prey. Their appearance, appetite, and iconic dorsal fin have earned the nickname \"landshark.\"",
						"A typical bulette claims a territory of approximately 500 square miles. When it finds an area rich in food, such as a farming village, it adds that area to its regular patrol route. Over the course of a few months, it can wipe entire settlements off the map. Bulettes are fiercely competitive creatures that battle relentlessly with other predators in their territory. They actively avoid contact or conflict with other members of their kind unless seeking a mate. Bulette pairs share territory and mate for life\u2014a mated pair of bulettes being the only known exception to the creature's penchant for solitude. They rear their young for a short period of time. The mated pair instruct the young bulette how to hunt, teaching their spawn which creatures are easiest to kill and which creatures to avoid. The mated pair drive off their young after its first successful hunt.",
						"The first bulettes were magically created guardians, intended to serve as frightening pets for a power-hungry and sadistic wizard. The technique for their creation, as well as their original purpose, has since been lost to history, and multiple conflicting accounts of ancient texts exist with dozens of wizards claiming to have been the first inventor of the notorious beast. Some sages postulate that the original inventor may have been an elf\u2014a theory born out of little more than the curious fact that bulettes, for all their ravenous nature, seem to find elf flesh unpalatable. Unfortunately for elves who stumble into a bulette's path, bulettes are no less likely to kill them than any other intruder, simply leaving the bodies unconsumed where they fall."
					]
				}
			],
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Bulette.png"
			]
		},
		{
			"name": "Bunyip",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Bunyip",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BUNYIP TREASURE",
							"entries": [
								"Bunyips have no use for treasure, and do not actively collect it, but the floors of their lairs are sometimes littered with the possessions of their humanoid victims. A bunyip's teeth can be collected and sold (most bunyips have about 50 teeth at any one time). Alternatively, due to their elusiveness and fabled nature, a high-quality taxidermic bunyip could easily command a high price from a collector."
							]
						},
						"Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips hunt where prey is plentiful, often to the consternation of coastal residents and fisherfolk.",
						"Despite their outlandish appearance and tendency to defend their territory with loud, bellowing roars that echo for great distances, bunyips are very rarely sighted by humanoids, leaving many to question their existence. For hundreds of years, bunyips were widely regarded as nothing more than folk tales, and even now that their existence as a species has been proven, the existence of any particular bunyip in a local area is often met with heavy skepticism. While their limited shapechanging abilities are no doubt a significant part of the reason for this air of mystery, another major factor is that the aquatic creatures rarely hunt humanoids, preferring to eat smaller animals. Most bunyips avoid human contact, except when one wanders too close to their den or favorite hunting spot, at which point the territorial bunyip attacks with swift and terrible ferocity. Many scholars agree that a large number of unexplained disappearances near coastal areas are the result of unreported bunyip aggression.",
						"In some ports, bunyips have learned that delicious prizes can be had from the chum and garbage discarded by fishing boats and merchant vessels. They lurk close to the shore and carefully choose their victims, plucking them off docks and small boats. These bunyips are particularly careful to keep their true forms hidden, but this does little to dull rumors of monster-infested waters."
					]
				}
			],
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Bunyip.png"
			]
		},
		{
			"name": "Caligni Dancer",
			"source": "B1",
			"_copy": {
				"name": "Caligni",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Caligni Dancer",
								"entries": [
									"Caligni dancers serve as intermediaries between caligni clans."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Caligni_CaligniDancer.png"
			]
		},
		{
			"name": "Caligni Creeper",
			"source": "B1",
			"_copy": {
				"name": "Caligni",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Caligni Creeper",
								"entries": [
									"The most widespread of the caligni are the mischievous caligni creepers."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Caligni_CaligniCreeper.png"
			]
		},
		{
			"name": "Caligni Stalker",
			"source": "B1",
			"_copy": {
				"name": "Caligni",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Caligni Stalker",
								"entries": [
									"Caligni stalkers are often leaders of caligni enclaves."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Leopard",
			"source": "B1",
			"_copy": {
				"name": "Cat",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Leopard",
								"entries": [
									"Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black panthers, white-spotted snow leopards, or tawny-coated cougars."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Lion",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Cat_Lion.png"
			],
			"_copy": {
				"name": "Cat",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lion",
								"entries": [
									"Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill their prey. Male lions are typically larger, with long manes, and when they hunt, they tend to do so on their own."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Tiger",
			"source": "B1",
			"_copy": {
				"name": "Cat",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Tiger",
								"entries": [
									"Tigers are solitary and territorial hunters, using their striped hides to blend into the forests and jungles they call home and preferring to attack with surprise."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Smilodon",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Cat_Smilodon.png"
			],
			"_copy": {
				"name": "Cat",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Smilodon",
								"entries": [
									"Smilodons are large saber-toothed cats, apex predators that are significantly more muscular and broader than the other species of big cats. They often kill prey with a quick stab to the throat or other vulnerable spot. The smilodon's oversized fangs are particularly sought after as trophies."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Catfolk Pouncer",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Catfolk_CatfolkPouncer.png"
			],
			"_copy": {
				"name": "Catfolk",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Catfolk Pouncer",
								"entries": [
									"Catfolk pouncers travel the world in search of new experiences."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Cauthooj",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Cauthooj.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Cauthooj",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CAUTHOOJ TREASURE",
							"entries": [
								"Like magpies, cauthoojs are attracted to shiny baubles, and they often pick up choice treasures from their victims, depositing these trinkets in large piles in their lairs. Not all that glitters is gold, however, and adventurers will find as many colorful bits of string, broken mirror shards, and pieces of costume jewelry as they find coins, magic weapons, and other valuable treasures.",
								{
									"type": "pf2-title",
									"name": "CAUTHOOJ LOCATIONS"
								},
								"Cauthoojs make their lairs in small caverns, alcoves, and similar out-of-the-way places, but claim large stretches of territory and wander many miles from their lairs in search of food. They often hunt in plains, prairies, and other large, open expanses."
							]
						},
						"These large, flightless birds are deceptively agile, considering their long bodies and awkward, hopping gait. Solitary predators, they use their hypnotic warbling song to drive prey into a wild frenzy, manipulating them into attacking one another so that the cauthooj can then feast on the remains.",
						"Known to some scholars as the puppet master bird, and to others as the shrill shrike, cauthoojs are widely reviled by most intelligent humanoids, in part because the birds seem to prefer humanoids to other prey. Cauthooj sightings typically lead to the creation of hunting parties to track the creature down before it can kill again, with would-be hunters typically stuffing their ears full of wax in an effort to avoid being affected by its cry. Those who have survived the creature's song report that the experience is uniquely unnerving, and almost all accounts agree that there is no other sound as terrible.",
						"While one might assume the cauthooj is a dumb animal, these creatures are in fact quite a bit smarter than they look. Cauthoojs stalk the perimeter of remote settlements in hopes of finding a lone traveler they can feast upon. These patient creatures will wait in ambush as long as they must to sate their hunger. They can even understand a few rudimentary words in Sylvan, although they are incapable of clearly speaking themselves. This doesn't stop the cauthooj from attempting to mimic the sounds it hears, but when it does so, its eerie primal nature enhances the attempt, leading to the bird's signature ability to manipulate minds and encourage conflict, a trait the cauthooj is just barely smart enough to understand\u2014and enjoy."
					]
				}
			]
		},
		{
			"name": "Purple Worm",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/CaveWorm_PurpleWorm.png"
			],
			"_copy": {
				"name": "Cave Worm",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Purple Worm",
								"entries": [
									"The purple worm is the most common and infamous of the cave worms, a much‐feared monster wandering the twisting tunnels of the Darklands that is capable of carving out entire cave systems. Tunnels bored by a purple worm don't always last long after these creature's passage, and areas where they nest are maddening mazes of passageways that lead nowhere, yet navigating the labyrinth to find the worm's central nest often yields amazing treasures left behind by the worm's prior victims."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Azure Worm",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/CaveWorm_AzureWorm.png"
			],
			"_copy": {
				"name": "Cave Worm",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Azure Worm",
								"entries": [
									"The azure worm is a deep-blue creature that is more at home in flooded tunnels than dry caves. While an azure worm is a strong swimmer, it prefers to lie in wait within the walls, floor, or even ceiling of flooded caverns, ready to spring out and ambush creatures swimming past its hiding spot. The azure worm is particularly hated and feared by Darklands-dwelling cultures, due to the fact that an azure worm that burrows into a tunnel often brings with it waters from the submerged river or lake it calls home. When it becomes obvious that an azure worm is near a Darklands settlement, the inhabitants quickly establishing a hunting party to deal with the menace before it can bring ruin."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Crimson Worm",
			"source": "B1",
			"_copy": {
				"name": "Cave Worm",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Crimson Worm",
								"entries": [
									"Among the most dangerous cave worms are the fiery crimson worms. In addition to being even larger than azure or purple worms, the crimson worm has a penchant for burrowing through volcanic regions that, over the generations, have infused it with a supernatural link to the Elemental Plane of Fire. The molten heart of an active volcano is an attractive lair for a crimson worm, as are the sprawling fields of bubbling magma found in the deepest reaches of the Darklands. Legends from ancient peoples, precursor dwarven societies, and colonists of the Elemental Planes populated moats of lava with crimson worms likely have some basis in truth, although the methods such ancients used to keep these \"moat worms\" contained and prevented them from chewing their way through fortress foundations must have been significant.",
									"Crimson worms sometimes frequent areas on the surface where volcanism creates hot springs or other geothermal features, but even then they prefer to spend most of their time burrowing through the ground in their never-ending search for sustenance. Surface lands claimed by crimson worms are notable for the mound-shaped burrows these creatures leave behind as they dig."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/CaveWorm_CrimsonWorm.png"
			]
		},
		{
			"name": "Centaur",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Centaur.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Centaur",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CENTAUR TREASURE",
							"entries": [
								"Centaurs appreciate fine weapons and armor. Some craft their own while others use quality armaments they take from their enemies; however, due to their forms, they are unlikely to use armor heavier than breastplates."
							]
						},
						"Centaurs are legendary hunters and trackers who resemble heavily muscled humans with the bodies of powerful horses from the waist down. They are typically reclusive but haughty, quick to assume that their handsome physiques and long history of cultural traditions make them superior to any two-legged folk they encounter. While stories of bloody clashes between centaurs and humanoid settlers are well known, centaurs are neither intrinsically bloodthirsty nor recklessly aggressive. Rather, they are proud and stubborn and do not take kindly to outsiders who encroach on their ancestral grounds, some of which have been ruled by centaurs for thousands of years. Against despoilers of nature who fail to heed their warnings, centaurs do not hesitate to use their finely honed hunting skills to inflict deadly wounds.",
						"Centaurs train with weapons as well as their heavy hooves, and the thunder of centaurs charging across the plains is often mistaken for a stampede or even an earthquake. Despite their insular nature, some centaurs form close alliances with elves, fey, gnomes, and isolated human communities. Such allies are often surprised to learn the depths of centaurs' honor, pragmatism, and wilderness lore. Rarely, a centaur leaves its tribe to travel the wider world. Such lone centaur wanderers more easily integrate into humanoid societies, but other centaurs are quick to assume that some dishonor led to their exile and thus give such vagabonds a wide berth.",
						"Centaurs have incredible variation in their individual size and coloration. Their upper bodies are fairly similar within a tribe and even region, but their lower bodies\u2014like those of horses\u2014can vary widely from parent to child. Most centaurs are at least 7 feet tall and weigh more than 2,000 pounds.",
						"Centaurs live in groups of dozens of members, usually led by an old, powerful seer or battle-hardened warrior who has carried out many noble deeds and earned a lifetime of respect from their comrades. The revered leader guides the habits of their entire group; a wise seer might encourage the tribe to roam far from civilization to preserve the ways of its ancestors, while an aggressive warrior might foster skirmishes with nearby humanoid settlements and even rival centaur groups."
					]
				}
			]
		},
		{
			"name": "Giant Centipede",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Centipede_GiantCentipede.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Centipede",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Centipede",
								"entries": [
									"Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some tribes of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other tribes and some humanoid societies roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature's venom."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Centipede Swarm",
			"source": "B1",
			"_copy": {
				"name": "Centipede",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Centipede Swarm",
								"entries": [
									"Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Changeling Exile",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Changeling_ChangelingExile.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Changeling",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Changeling Exile",
								"entries": [
									"This changeling exile is the child of a night hag or dreamthief hag."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Chimera",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Chimera.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Chimera",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "KOBOLD ADORATION",
							"entries": [
								"Some kobold groups are fond of chimera guardians or pets, but few kobolds have the bravery or resources to keep a chimera happy for long. While chimeras are often pressed into service by more intelligent creatures, it's also not unheard of for a chimera to keep a herd of unintelligent animals\u2014lions, goats, or even serpents\u2014as both companions and food supply."
							]
						},
						"The chimera is the archetypal example of an unnatural monster made up of a monstrous mix of wildly different component creatures: in this case, a lion, a dragon, and a goat. Wild, hateful, and hungry, it tries to eat any creature it sees, but sometimes a strong-willed master is able to compel a chimera to serve as a guardian or even a mount."
					]
				}
			]
		},
		{
			"name": "Chuul",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Chuul.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Chuul",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CHUUL TREASURE",
							"entries": [
								"While chuuls are uninterested in money, gems, tools, or magic of any kind, they have a nearly compulsive need to collect trophies of their victories, perchance to savor the memories of the kill and the meat. What treasure they have are typically such mementos."
							]
						},
						"Also known as chu'ulothis, these large, armor-plated, crustacean predators lurk beneath the surface of pools, mires, and ponds, waiting to snatch up prey with their massive claws before paralyzing them with their tentacles. At that point, they begin to feed, eating their quarry alive.",
						"Chuuls can live in fresh or saltwater, and indeed are found in aquatic environs the world over\u2014even in the subterranean oceans and lakes of the Darklands. While chuuls are good swimmers, they prefer terrestrial prey. Their preferred method of hunting is by lunging out of the water, paralyzing their victims with their poison-coated tentacles, then gleefully dragging their twitching food into the water to drown if they cannot simply eat such morsels alive. Chuuls that dwell aboveground prefer to dine on lizardfolk, while those swimming the subterranean lakes of the Darklands readily eat anything but xulgaths, whose flavor and stink they find off-putting.",
						"Chuuls are capable of speech and reason, but these creatures rarely speak with those outside their species except to taunt their food. Before it begins consuming its prey, a chuul often speaks in a gurgling, nearly incomprehensible dialect about how it will enjoy feasting on the creature's flesh. Perhaps chuuls believe that insults and degradation lead to more tender and tastier food, but the truth will likely never be known; almost all chuuls stubbornly refuse any meaningful conversation, even when imprisoned and compelled by treats or pain.",
						"It is unknown if a chuul society exists beyond their frenzied mating season. Chuuls' intellects seem devoted only toward eating, causing psychological pain to sentient creatures, decorating their lairs with mementos of their favorite meals and victories, and breeding."
					]
				}
			]
		},
		{
			"name": "Cloaker",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Cloaker.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Cloaker",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CLOAKER ALLIES",
							"entries": [
								"On the rare occasions that cloakers associate with other creatures, they tend to ally with those ulat‐kinis (page 12) who are no longer the thralls of the alghollthus and, rarely, with deros (pages 84\u201385), though they consider the latter irrational and untrustworthy. Cloakers never willingly associate with alghollthus.",
								{
									"type": "pf2-title",
									"name": "CLOAKER LOCATIONS"
								},
								"Cloakers isolate themselves within the deeper parts of the Darklands and are concentrated in Sekamina and Orv. They tend to avoid Nar‐Voth due to its proximity to the surface."
							]
						},
						"Weird and paranoid creatures that dwell in the Darklands, cloakers resemble hideous, flying manta rays. Crafty and careful hunters, their motivations, their patterns of attack, and even their societies and history are often an inscrutable jumble of contradicting reports, confused rumors, and terrifying accounts.",
						"Like many of the stranger creatures of Golarion, cloakers were originally created by the alghollthus, who bred them to spy on their Azlanti thralls. Upon the fall of the Azlanti empire, the alghollthus cast out their cloaker creations, who, in turn, fled to the lower reaches of the Darklands. Amid the vaults and twisted corridors of their new home, their attitudes\u2014particularly regarding their apprehension toward their former masters\u2014changed dramatically. Suspicion became paranoia, egotism, sadism, and much worse. Now, most cloakers lead solitary lives, stalking the Darklands for easy prey and delving deeper into internal horrors. Their paranoia is so great that they interact only rarely even with their own kind, encountering another cloaker only briefly to mate before flitting back to isolation.",
						"But there are exceptions. Every so often, a charismatic cloaker priest can call together a dark cabal of these creatures and other Darklands denizens to worship unspeakable ancient gods. These rare cloakers whip their acolytes and followers into a frenzy of dark rituals and heinous acts. While these cults are depraved and destructive, they rarely survive longer than their founder."
					]
				}
			]
		},
		{
			"name": "Cockatrice",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Cockatrice.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Cockatrice",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "COCKATRICE TREASURE",
							"entries": [
								"Cockatrice lairs sometimes include discarded gear from past victims or smooth, pretty stones disgorged from the creature's craw. Gem workers especially prize precious stones that have been polished to perfection in a cockatrice's crop, and may pay a high price for these so-called \"cockatrice rocks.\" Soft materials suitable for nesting, such as cloth and leather, rarely survive a cockatrice's attentions, but metal goods are often left in fine working order, since cockatrices seem to have little interest in anything shiny they can't fit in their gullet."
							]
						},
						"Ugly and aggressive, the dread cockatrice stalks garbage pits and hillside dumps in search of prey that it can turn to stone with its petrifying beak and subsequently consume piece by broken piece. Cockatrices resemble gaunt and sickly roosters with bat wings and serpentine tails, and they rarely grow more than 2 feet tall and twice as long. Their absentminded clucking gives smart prey ample warning of their presence, and when angered cockatrices let out a shrill crow like that of a rooster. Their peck releases a magical toxin that causes flesh to quickly calcify, and any creature pecked repeatedly by an irritable cockatrice eventually transforms into a stone statue of itself.",
						"The first cockatrice is rumored to have hatched from a rooster's egg incubated on a dung hill by a toad. Whether or not the rumor is true, the cockatrice's monstrous appearance certainly doesn't contradict its strange and filthy origin story, and these creatures are more than capable of propagating on their own. Cockatrices are remarkably fecund and gather in flocks of up to a dozen members. Each flock contains only a few females. The males\u2014which differ in appearance from the females by having warty wattles and gnarled combs\u2014often fight with each other, with lower-ranking males eventually driven away to find their own lairs or compete among other flocks. Most creatures who run afoul of a solitary cockatrice do so with one of these surly outcasts.",
						"Cockatrice lairs are often littered with fragments of statuary from past victims\u2014although these are as likely to be remnants of frogs, lizards, and insects as people. Curiously, weasels and ferrets, who infiltrate cockatrice lairs to steal their eggs, are immune to the creatures' petrifying bites. For unknown reasons, cockatrices are both terrified of and enraged by conventional roosters, and they are equally likely to flee or attack when confronted by one.",
						"Particularly brave (or foolhardy) individuals sometimes keep cockatrices as pets or guard animals. In their natural habitat among plains, forests, and sewers near humanoid settlements, cockatrices are content to live off vermin or scraps of waste, but their greatest pleasure is consuming warm meals of freshly petrified flesh."
					]
				}
			]
		},
		{
			"name": "Crocodile",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Crocodile.png"
			],
			"_copy": {
				"name": "Crocodile Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Crocodile",
								"entries": [
									"Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually are indistinguishable from logs when viewed from afar\u2014at least until they attack. Alligators have similar statistics, but because they often live in more temperate climates, they endure cold temperatures better. Unlike alligators, crocodiles can tolerate salt water. Both are formidable predators that are likely to devour careless adventurers who fail to watch where they step."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Deinosuchus",
			"source": "B1",
			"_copy": {
				"name": "Crocodile Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Deinosuchus",
								"entries": [
									"The deinosuchus is a primeval relative of the crocodile, and is an enormous predator capable of catching and eating dinosaurs that wander too close to its domain!"
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Cyclops",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Cyclops_Cyclops.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Cyclops Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Cyclops",
								"entries": [
									"The kingdoms of the cyclopes date to an age before the rise of humanity, when dragons and giants and serpentfolk ruled the world. The cyclopes built enormous stone cities and prayed to ancient gods of brutality and wrath, but their power to foresee the future failed them, and their civilization collapsed. Today, most cyclopes have virtually no knowledge of the former glory of their kind, even though it is not uncommon for them to dwell among the ruins of their greatness. Cyclops cities include monuments and imposing murals which depict their peoples' history, but few now among them can read or interpret these relics of the past.",
									"In addition to their single eye, cyclopes are also famous for their never-ending hunger, an appetite so all-consuming that some scholars theorize it may in fact be some kind of curse. The ever-present hunger of the cyclopes seems to have some connection to the death of their civilization\u2014though whether this voracity was the cause or a side-effect of their people's downfall is likely destined to remain a mystery.",
									"Although details of the cyclopes' gods have largely been lost to the annals of time, what little is known about these deities suggests they were vindictive and petty enough to curse their own people if they felt neglected or badly served."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Great Cyclops",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Cyclops_GreatCyclops.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Cyclops Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Great Cyclops",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "CYCLOPS SEERS",
										"entries": [
											"Great cyclopes are traditionally violent creatures, but some retain fragments of the old ways that lull them into periods of calm. During such times, they can be incredible sources of information, but one must take care to be well away from the great cyclops's lair before its bestial rage wakens once more."
										]
									},
									"Gigantic, dim-witted loners, the great cyclopes embody their lesser kin writ large. They are both stronger and more violent, but their uncontrolled vision into possible futures has driven them beyond reason. They see every moment as a potential storm of uncontrollable fury, and out of a desperate desire for peace, quiet, and an end to their hunger, they lash out at all who come near. Wise creatures avoid great cyclopes at all cost.",
									"Debate has long raged over the origins of these massive, destructive giants. They are so large that it had long been assumed they were used as beasts of burden by their lesser kin, but they are now free to hunt and kill without restraint. Other scholars believe the great cyclops is the ultimate fate of the entire cyclops species. Whatever foolish decision or wayward curse caused the end of their civilization is still playing out, occasionally causing a cyclops to withdraw from its own kind, lose all semblance of intellect, and mutate into a lumbering, feral colossus. It is fortunate indeed that the great cyclops prefers to dwell far from humanoid settlements, because its immeasurable bloodlust inspires it to destroy virtually anything that moves, from dinosaurs and other monsters to the occasional explorer or soon-to-be-lost caravan."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Cacodaemon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Daemon_Cacodaemon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Daemon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Cacodaemon (Harvester Daemon)",
								"entries": [
									"These embodiments of demented violence and spite are spawned from eddies of angry and warped souls amid Abaddon's mists. Cacodaemons constantly hunger for mortal souls and yearn to create suffering. As gnashing spheres of teeth, fins, and spines, they are the weakest of daemonkind, an amalgam of various petty forms of death without the strength that comes from focusing on a single cause of demise."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ceustodaemon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Daemon_Ceustodaemon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Daemon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ceustodaemon (Guardian Daemon)",
								"entries": [
									"Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping them into daemonic servants. Their otherworldly senses make them useful for protecting vaults and similar locations on the Material Plane. Ceustodaemons are created to serve, but always seek ways to subvert their bindings, so they can rend their mortal summoners' flesh. The worst type of conjurer calls upon ceustodaemons merely to set them free into the world in hopes of currying favor with the powers of Abaddon."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Leukodaemon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Daemon_Leukodaemon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Daemon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Leukodaemon (Pestilence Daemon)",
								"entries": [
									"These skull-headed, vulture-winged daemons are harbingers of pestilence and servants of their patron Horseman, Apollyon. Manifestations of evil souls who perished from disease in life, leukodaemons work tirelessly to spread disease across all the worlds of the multiverse. More than any other daemon, leukodaemons cooperate with each other and those who conjure them to mortal worlds to spread sickness and plague, eschewing personal glory for end results."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Astradaemon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Daemon_Astradaemon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Daemon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Astradaemon (Void Daemon)",
								"entries": [
									"These unnerving, almost reptilian daemons represent death by direct assault against a soul or life-force\u2014the same numbing death they bring with their fell touch. Rarely seen on the Material Plane, astradaemons spend most of their time hunting the pathways between the living world and the afterlife. There, they capture migrating souls, snatching them from their rightful rewards or punishments and dragging them to Abaddon as tribute to their undying masters. These horrifying predators of the dead can also be found stalking the banks of the River of Souls in the Astral Plane, where they constantly hunt for new victims. Psychopomps have a particular hatred of astradaemons as a result, and clashes between them and these eerie hunters of the recently departed are indeed the stuff of legend.",
									"Not all astradaemons limit their hunt to souls. The most notorious of their kind serve the Horsemen themselves as assassins."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Deep Gnome Scout",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DeepGnome_DeepGnomeScout.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Deep Gnome",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Deep Gnome Scout",
								"entries": [
									"Deep gnome scouts patrol the tunnels that lead into their settlements. Some scout alone to make the most of their stealth, but others form groups for the sake of safety."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Deep Gnome Warrior",
			"source": "B1",
			"_copy": {
				"name": "Deep Gnome",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Deep Gnome Warrior",
								"entries": [
									"Deep gnome warriors are quick to charge into battle but focus on defending their kin and their homes over more aggressive tactics when a choice is available."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Deep Gnome Rockwarden",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DeepGnome_DeepGnomeRockwarden.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Deep Gnome",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Deep Gnome Rockwarden",
								"entries": [
									"Deep gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands. They know that not everything that lives below ground is sinister and evil, but they also understand that all primal spirits and entities must be respected."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Quasit",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Demon_Quasit.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Demon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Quasit",
								"entries": [
									"Unlike other demons, quasits are formed when a mortal spellcaster sheds a portion of their own sinful soul to create a familiar or companion. When these quasits outlive their creators, they become free willed and seek methods of returning to the Abyss, a task that requires pledging servitude to more powerful demons, so many quasits instead opt to remain on the Material Plane to promote evil and hope for chance and luck to someday provide them with a method of reaching the Abyss on their own."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Succubus",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Demon_Succubus.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Demon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Succubus (Lust Demon)",
								"entries": [
									"Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons\u2014as befits their role in seducing mortals to fall to sin. The concept of gender is fluid to a succubus, as they can adopt countless humanoid forms of any gender to aid in their goals. Most succubi have a feminine true form (incubi, which usually have a masculine true form, are a different kind of demon), but regardless of gender, a lust demon is supernaturally beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous tail.",
									"When disguised as a mortal humanoid on the Material Plane, a succubus whispers into the ears of mortals, urging them to pursue their darkest and most destructive desires and pushing them into depravity, using magic only if persuasion fails. While mortals often fixate on succubi's application of sexual lust, these demons are can easily exploit lust for power, knowledge, fame, or any other desire as easily as more carnal appetites. Their ability to infiltrate societies makes them excellent spies, assassins, and political saboteurs as well. Ultimately, the succubus enjoys all means of upending mortal culture."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Vrock",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Demon_Vrock.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Demon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Vrock (Wrath Demon)",
								"entries": [
									"When the gates to the Abyss swing wide, the first demons through are often vrocks, vulture-headed scions of rage who wheel through the air on black wings or dance with the exultation of their fiendish power. Their hatred for mortals is matched only by their desire to inflict suffering through their horrible screech or their devastating dance. Vrocks form from the souls of hateful mortals who are thus given another chance to inflict their rage on the world.",
									"Vrocks often travel in small groups so as to make the best use of their dance of ruin ability, but they rarely appear in groups larger than four. Against small groups and individuals, they swoop down without fear, hoping to play with their prey before going for the kill. Against formidable foes, they are just as happy to fly above, using their dance of ruin to cast a storm of lightning down on them."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Glabrezu",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Demon_Glabrezu.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Demon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Glabrezu (Treachery Demon)",
								"entries": [
									"Glabrezus are looming behemoths who revel in the act of twisting mortal desires into their ultimate ruin, betraying and manipulating as easily as they breathe. Desires granted by a glabrezu always come to fruition in the most destructive way possible, turning a wish or hope into a potent and devastating act of betrayal\u2014although the long-term repercussions are not always immediately apparent. For example, a struggling weapon smith might wish for fame and skill at their craft, only to find that their best patron is a cruel and sadistic murderer who uses the weapons in bloody sprees. Or a lonely widower might have his desire granted in the form of a lost love returned to \"life\" as a vampire. Glabrezus are nothing if not creative in addressing a mortal's needs.",
									"These massive demons have enormous pincers and a pair of smaller humanoid arms sprouting from their chests, but their size belies their skill at magic, and they possess formidable innate spells. Treachery demons arise from the souls of mortals engaged in treason and deception."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Shemhazian",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Demon_Shemhazian.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Demon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Shemhazian (Mutilation Demon)",
								"entries": [
									"Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of talons, claws, and fangs to continue inflicting such torments on those it encounters.",
									"Shemhazians delight in visiting torment upon mortals, of course, but more than most demons, these fiends revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to its allies along with any foe."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Marilith",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Demon_Marilith.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Demon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Marilith (Pride Demon)",
								"entries": [
									"Mariliths are the generals of the Abyss, formed from the souls of proud evil mortals, often warlords and despots. They appear as tall and powerfully built humans from the waist up with snake tails and six arms. Because of Lamashtu's prominence over other demonic deities, most pride demons encountered by mortals take female form, but they can be of any gender.",
									"Mariliths are among the greatest tacticians in the Abyss, and they have an almost supernatural knack for understanding the ripples of chaos and the unpredictable nature of demonic life. Their ability to command armies rises as much from their commanding presence as it does their ability to read into the potential results of any possible act and a sufficient understanding of the flow of entropy to allow them to predict likely outcomes."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Balor",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Demon_Balor.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Demon",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Balor (Fire Demon)",
								"entries": [
									"When folk whisper frightened tales of the demonic, what most envision is the balor\u2014a towering figure of fire and flesh, a horned nightmare armed with a flaming whip and a sword flying through the night in search of its latest victim. On the Abyss, balors serve demon lords as generals or captains, and they typically command vast legions of demons. Standing at 14 feet in height, only the cruelest mortal souls\u2014those who devoted entire lives to sins too numerous to count\u2014can fuel the formation of a balor. More often, a balor forms from a mass of dozens of mortal souls who shared debased ideologies in life.",
									{
										"type": "pf2-h4",
										"name": "Balor Lords"
									},
									"Those rare few balors who form from single souls are the ones most likely to eventually transcend the notable power they already wield, becoming a nascent demon lord. These balor lords are each unique creatures of 21st to 25th level in power who rule their own realm in the Abyss. In time, a balor lord can further develop into a unique creature with wildly different powers, even ascending to the role of a true demon lord."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dero Stalker",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dero_DeroStalker.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dero",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dero Stalker",
								"entries": [
									"Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dero Strangler",
			"source": "B1",
			"_copy": {
				"name": "Dero",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dero Strangler",
								"entries": [
									"Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dero Magister",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dero_DeroMagister.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dero",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dero Magister",
								"entries": [
									"Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Lemure",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Devil_Lemure.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Devil",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lemure",
								"entries": [
									"These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell's first layer, lemures roam alongside damned and suffering souls. Pit fiends can combine the essence of a mob of lemures to concentrate their collective wickedness with a single form, granting it an infernal sentience and transforming it into a more powerful devil (see the pit fiend's Devil Shaping ability)."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Imp",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Devil_Imp.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Devil",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Imp",
								"entries": [
									"Imps are infiltrators and corruptors who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually damn its master's soul to Hell. Imps are born directly from Hell itself, rather than from mortal souls, and thus they serve outside the usual diabolic hierarchy, granting them leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Barbazu",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Devil_Barbazu.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Devil",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Barbazu (Bearded Devil)",
								"entries": [
									"Barbazus, known also as bearded devils or infantry devils, are murderous fiends who satiate their lust for annihilation by serving as the foot soldiers of Hell's armies, often leading hordes of lesser devils such as imps and lemures into battle. Bearded devils wield serrated glaives to inflict jagged gashes that resist healing magic, resulting in tremendous blood loss. When enemies come too close, bearded devils strike with the spines of their wriggling beards to deliver a wretched contagion called Avernal fever, savoring the sight of their victim's strength being slowly devoured from within.",
									"Barbazus can be found savagely indulging the whims of evil infernal lords from all layers of Hell, rejoicing as they disseminate murder, misery, and anguish as they see fit."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Erinys",
			"source": "B1",
			"_copy": {
				"name": "Devil",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Erinys (Fury Devil)",
								"entries": [
									"Erinyes exact vengeance and bloody justice for a creature's crimes, torturing and punishing their victims in ironic fashion before allowing them the escape of death. While an erinys appears as a fallen angel and the first erinyes shared that origin, erinyes now originate in myriad ways, some promoted from lesser devils and others shaped from lemures themselves forged from the souls of torturers and persecutors. The erinyes' origin is entwined with Eiseth, herself a fallen angel and one of Hell's most powerful demigods. The first erinyes were all considered to be Eiseth's metaphorical daughters, but erinyes formed since that time are no longer limited to a single gender."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Devil_Erinys.png"
			]
		},
		{
			"name": "Phistophilus",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Devil_Phistophilus.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Devil",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Phistophilus (Contract Devil)",
								"entries": [
									"Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential contracts, tempting mortals to sell their souls in exchange for achieving their worldly desires. If a target is desirable enough, a phistophilus can offer contracts for prices seemingly lesser than their soul all at once, though in this case, the devil carefully manipulates the price to drive the signatory toward the forces of law and evil, and therefore ultimately to Hell anyway. Contract devils are tall creatures with skin tones that range from bronze to crimson and large curving horns extending from their bodies, over which they often drape favored or important contracts."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gelugon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Devil_Gelugon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Devil",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Gelugon (Ice Devil)",
								"entries": [
									"Insectile ice devils are strategists and masterminds in Hell's armies, using their superior intellect to strike against their enemies and spread Hell's influence throughout the planes. An ice devil rarely breaks their solitary contemplation of strategy save to pursue a plan they have devised. They can be enticed otherwise only by an exchange of services to be determined at a later time, adding to the pieces they can play on the board. Occasionally, a mortal strategist of outstanding skill might amuse an ice devil enough for the gelugon to agree to a contest of strategy, typically a strategic board game like chess, to decide a dispute. In the unlikely event the devil loses such a contest, they inevitably go to great lengths to later obtain that mortal's services for their own infernal ends."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Pit Fiend",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Devil_PitFiend.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Devil",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Pit Fiend (Tyrant Devil)",
								"entries": [
									"When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of Hell's most powerful and diabolical generals, the pit fiend, masterminded the incursion. Cunning, powerful, and ruthless, pit fiends often serve the archdevils directly. They rule infernal duchies, subjugate mortal worlds, and usurp infernal rivals using unparalleled despotism and calculated ferocity. To realize their tyrannical machinations, pit fiends claim mortal souls that they corrupt into lemure servants, which can then be shaped and transformed through infernal manipulation into the terrifying devils that form Hell's formidable legions. They often select the most wicked and vicious lemures for their armies, drawing upon these lesser devils' depravity during powerful magical ceremonies to create hideous and terrifying abominations that can cow and eviscerate the pit fiend's enemies.",
									"Pit fiends themselves are crafted deep within the nightmarish bowels of Nessus, the ninth layer of Hell, to serve the whims of archdevils and infernal dukes. Those pit fiends that don't leave Nessus to command infernal legions in the upper layers of Hell often form the courts of Hell's elite, gathering cabals and sects that shape Hell's political landscape through subterfuge and manipulation. But many pit fiends see themselves as living embodiments of hellfire, the all-encompassing wrath of Hell, and thus prefer to dwell in realms consumed by fire. In Avernus, Dis, Malebolge, Nessus, and Phlegethon, pit fiends build vast citadels of brimstone wreathed in flame to lord over.",
									"Pit fiends tower over other devils, standing at least 16 feet tall, weighing over 1,000 pounds, and brandishing wingspans in excess of 20 feet.",
									{
										"type": "pf2-h4",
										"name": "Infernal Dukes"
									},
									"Elite members of Hell's political infrastructure and leadership hierarchy, the dukes of Hell are chosen from among the most tyrannical, oppressive, and conniving devils. While not all infernal dukes are pit fiends, a pit fiend's natural disposition toward conquest and oppression often make it an ideal candidate for this position. To create an infernal duke, adjust the pit fiend to be between 21st and 25th level. Because of their physical prowess, manipulative nature, and powerful spellcasting abilities, infernal dukes make excellent villains for long-running campaigns."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dezullon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dezullon.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Dezullon",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DEZULLON VENOM",
							"entries": [
								"The dezullon is most well known for the psychoactive effects of its secretions. Affected creatures suffer amnesia, briefly forgetting where they are and why they are in pain. Some creatures, desperate to escape the past, willingly expose themselves to a dezullon's amnesia venom in an effort to make their painful memories fade."
							]
						},
						"Dezullons are dangerous carnivorous pitcher plants that dwell in forested regions with thick canopies. They hunt for meat along the forest's understory when not sunning themselves in the boughs above. Dezullons are smart enough to notice that some creatures are attracted by shiny things, and sometimes use such objects to set up ambushes. To assume that the dezullon's ambulations are slow simply because the creature has a root structure is a foolish mistake; many an adventurer has been crushed to death by this surprisingly agile plant. In addition, these dangerous plants are expert climbers, making their pursuit even more difficult to escape from.",
						"A hungry dezullon keeps prey off-balance by spilling its putrid, psychoactive digestive juices from its central pitcher. In addition to being highly acidic, the enzymes in a dezullon's digestive tract, once expelled, inflict a victim with powerful hallucinations and amnesia. This secondary effect makes dezullons highly sought after in some circles, including avid drug users, experimental doctors, and criminals who deal in poisons.",
						"Many varieties of dezullon exist, including lumbering giants of incredible size, those that have tiny, cup-shaped pitchers that proliferate along lengths of creeping ivy like suckers on a squid's tentacles, and others with hundreds of blood-red, razor-sharp leaves that protrude from the inside of their pitchers like a leech's teeth. This latter variety is especially dangerous, since the leaves can all but eviscerate creatures that become ensconced inside their pitchers."
					]
				}
			]
		},
		{
			"name": "Dhampir Wizard",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dhampir_DhampirWizard.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dhampir",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dhampir Wizard",
								"entries": [
									"This dhampir is a svetocher, the child of a moroi vampire."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Velociraptor",
			"source": "B1",
			"_copy": {
				"name": "Dinosaur",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Velociraptor",
								"entries": [
									"A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of larger creatures, and a group of these dinosaurs won't hesitate to attack creatures the size of a horse. Velociraptors are social animals, and tend to live in groups of up to a dozen other velociraptors. They have manes of feathery plumage that extend down their backs and along the sides of their arms, legs, and tail, while their underbellies and flanks are scaly. These feathers allow them to blend into their natural terrains with ease, but when excited, attempting to intimidate, or seeking a mate, a velociraptor can puff and frill this plumage to expose much brighter colors normally covered by the longer feathers. A typical velociraptor is 1-1/2 feet tall, 7 feet long, and weighs 35 pounds."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Deinonychus",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dinosaur_Deinonychus.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dinosaur",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Deinonychus",
								"entries": [
									"Deinonychuses are wily hunters that attack in groups of up to a dozen individuals, ripping apart their prey with sharp talons and powerful jaws. They are lean and muscular, and have two powerful legs and a long tail that helps them maintain balance. Although deinonychuses don't use their dexterous clawed forelimbs to attack, the dinosaurs can use them to pull aside small barriers. Although some of these dinosaurs have scaly skin, most have thatches of vibrantly colored feathers as well. A deinonychus is about 6 feet tall and weighs about 150 pounds.",
									"However, larger deinonychuses exist. These creatures\u2014which stand taller than a human\u2014are called megaraptors."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ankylosaurus",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dinosaur_Ankylosaurus.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dinosaur",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ankylosaurus",
								"entries": [
									"Squat, heavily armored quadrupeds, ankylosauruses are stubborn and irascible. Although they're herbivores, they have been known to attack other creatures that trespass within territory simply out of ill temper.",
									"Ankylosauruses have few natural predators, as their bony hides are covered in spiked nubs that jut in many different directions to discourage larger creatures from biting them. They have mighty tails ending in an immense knot of bone, which they use to whip at threats with incredible speed and power. While these low-to-the-ground dinosaurs can trample human-sized or smaller foes, their relatively squat stance prevents them from doing so against larger targets. An ankylosaurus is about 30 feet long, 10 feet tall at the shoulder, and weighs over 3 tons.",
									"The ankylosaurus is the largest of the heavily armored dinosaurs called ankylosaurids, but smaller versions exist as well. Still Large in size, these smaller dinosaurs, such as the 16-foot long pinacosaurus, lack the trample ability and are rarely above 4th level. Regardless of size, ankylosaurids tend to be relatively muted in coloration, with mixes of black, brown, and gray. When captive, an ankylosaurus's keeper might paint its scales bright colors to signify to others that is not a wild creature."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Stegosaurus",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dinosaur_Stegosaurus.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dinosaur",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Stegosaurus",
								"entries": [
									"The stegosaurus is easily recognized by its twin rows of diamond-shaped dorsal plates that run down its spine, and thick tail adorned with four large spikes. This strange configuration protects this herbivore from predators, as the stegosaurus can hunker down to interpose its dorsal plates between an attacker and its thick body. A stegosaurus defends itself by swinging its spiked tail at larger foes and trampling smaller opponents underfoot.",
									"The stegosaurus often inhabits grasslands, where nutritious vegetation is plentiful and only its dorsal plates rise above waving fields of tall grass. The stegosaurus is among the most curious of dinosaurs, and hunters often find it easy to bait them with shiny trinkets or strange noises. A stegosaurus is about 30 feet long, 16 feet high at the top of its highest dorsal plate, and weighs between 2 and 3 tons.",
									"The stegosaurus is generally more even-tempered and even gentle, despite its size, than the ankylosaurus. This combination makes it even more popular as a trained pet or guard, but even then one should take care to not annoy the dinosaur\u2014an angry or annoyed stegosaurus can lash out with its tail with little warning. Often, it's wiser to train smaller variants, such as the kentrosaurus. Regardless, their dorsal plates make this dinosaur a poor choice as a mount."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Triceratops",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dinosaur_Triceratops.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dinosaur",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Triceratops",
								"entries": [
									"Triceratopses are muscular quadrupeds with powerful but short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear a large horn on their snout and one on each brow, these dinosaurs are herbivores and use these bony protrusions only to defend themselves from attackers or in dramatic clashes against other triceratopses for grazing territory or mates. Short-tempered and obstinate, triceratopses are unlikely to back down from a fight unless they are hopelessly outmatched, and the creatures are known to fight to the death for no apparent reason beyond stubbornness. Triceratopses often serve as mounts for lizardfolk, orcs, and giants, who ride comfortably behind the dinosaurs' protective bone frills. A triceratops is 30 feet long and weighs as much as 10 tons.",
									"Triceratopses are surely the most well-known of the dinosaurs known as ceratopids, but many others exist. For example, the smaller styracosauruses have only one horn but several horn-like protrusions on their frills."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Brontosaurus",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dinosaur_Brontosaurus.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dinosaur",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Brontosaurus",
								"entries": [
									"Brontosauruses are truly gigantic behemoths, plodding herbivores large enough to be unafraid of all but the most massive predators. Brontosauruses have stout bodies and long, sinuous necks ending in small heads, allowing them to graze from the highest treetops. Their powerful tails are equally as long as their necks and provide counterbalances. Brontosauruses bear their bulk upon four stout legs. Although their feet are capable of crushing entire buildings, these herbivores are generally peaceful and considerate of where they step.",
									"Most brontosauruses are dangerous only when defending themselves or their young, or when panicked enough to stampede. When roused in this way, however, the creatures are truly terrifying: their muscular tails sweep in great arcs and their massive feet crash down heedlessly onto the ground. A brontosaurus is 70 feet long and weighs more than 30 tons.",
									"Brontosauruses belong to a group of dinosaurs known as sauropods, all of which are immense in size. The brachiosaurus is among the tallest of these dinosaurs, and the diplodocus among the longest, but it's likely that even larger behemoths exist."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Tyrannosaurus",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dinosaur_Tyrannosaurus.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dinosaur",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Tyrannosaurus",
								"entries": [
									"Widely regarded as the king of the dinosaurs, the tyrannosaurus is a massive predator with a wide mouth filled with viciously sharp teeth. Thundering beasts of fury and hunger, tyrannosauruses are bold and fearless carnivores that eagerly bite off great hunks of large prey and swallow smaller prey\u2014such as most humanoids\u2014in a single gulp. Although they can subsist on carrion, tyrannosaurs prefer live prey.",
									"Tyrannosauruses stand on two wide, powerful hind legs that allow them to run quickly, and their thick tails provide them with exceptional balance. Although a their small forelimbs are of little use other than to hold prey in place while the predators tear at their victim's flesh with their fearsome jaws, even these forelimbs bear sharp claws several inches long. As fearsome as tyrannosauruses are alone, they sometimes hunt in packs to take down massive prey. Only the most powerful creatures can successfully train tyrannosauruses, and even then, only when they can provide the ravenous beasts with a steady diet of meat.",
									"Some tribes of giants, particularly cyclopes or more obscure denizens of primeval lands, have even trained tyrannosauruses as mounts or beasts of war. In other places, xulgaths feed these prisoners to these mighty dinosaurs as part of executions or ritual sacrifices. Some xulgath cults even revere tyrannosaurs as incarnations of their violent demonic demigods. For their part, tyrannosaurs who have grown used to having their meals provided in this manner are remarkably well-behaved toward their feeders and keepers. Tyrannosauruses are 50 feet long and weigh 7 tons or more.",
									"Other variants of the tyrannosaurs include slightly smaller dinosaurs such as the allosaurus, or even larger dinosaurs like the ravenous giganotosaurus. Even the smallest tyrannosaurs, such as the nanotyrannus, are never smaller than Large in size, yet despite this smaller stature, they are no less ferocious, and those who would assume that a nanotyrannus is \"safer\" to train would do well to think again!"
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Guard Dog",
			"source": "B1",
			"_copy": {
				"name": "Dog",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Guard Dog",
								"entries": [
									"The typical guard dog is loyal to and beloved by many communities. Often adored as pets, they also excel as protectors and trackers, and can be fearless when defending a beloved master or family member. The statistics presented below work well for any number of breeds of dog ranging from 20 to 50 pounds in weight. Wild dogs can also use these statistics, but their untamed nature makes them far more unpredictable and threatening. Feral dogs are perhaps even more dangerous, for unlike their wild cousins, feral dogs often lack the instinctual fear of humanity that stops wild creatures from interacting with people."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Riding Dog",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dog_RidingDog.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dog",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Riding Dog",
								"entries": [
									"Riding dogs types include larger dogs, such as mastiffs, wolfhounds, and huskies, and are bred often by halflings and gnomes to serve as mounts. Riding dogs are as loyal and devoted to their masters as guard dogs, and are ferocious in battle, regardless of whether they bear a rider or not. As with guard dogs, these large hounds can be wild or feral in nature, and, in some cases, might rival packs of wolves with regard to the danger they pose to inhabitants of rural areas."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Doppelganger",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Doppelganger.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Doppelganger",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "INFILTRATING A PARTY",
							"entries": [
								"While incorporating a doppelganger who infiltrates the adventuring party into your game can lead to many exciting narrative possibilities, in practice, it's not easy (or even advisable) to pull off. If you wish to try, it's best to make sure you know your players well and have their trust. You can take a targeted player aside to let them know that, for a time, they'll be playing a doppelganger, but take care not to remove the player's agency from the game for too long or too often, as that can get old fast from the other side of the GM screen!"
							]
						},
						"In their natural forms, doppelgangers are humanoid creatures with flesh of indeterminate color and features that lack fine details, as if unfinished. As masters of mimicry, they use their abilities to impersonate others in devious ways, often infiltrating settlements and residing within them for years without being detected.",
						"Doppelgangers are incredibly secretive, with some nearing outright paranoia. They choose their targets carefully and go to great lengths not to reveal their intentions before their plans come to fruition. Doppelgangers usually infiltrate communities in order to gain some manner of wealth or power, and assume the guises of other (usually influential) persons to allow the creatures they're impersonating to take the fall for any negative consequences that may result from their actions.",
						"Though most are not evil, doppelgangers are manipulative and self-serving. As they don't have their own society and aren't monolithic in their motivations, an individual doppelganger has its own unique interests and impulses, though many are over-indulgent. Some doppelgangers enjoy the thrill of subtlety, while others favor grander schemes, such as manipulating a nation's political infrastructure. Others seek to exploit merchant guilds to gain immense wealth, while others use their shape-changing ability to destroy relationships between close friends or families.",
						"Doppelgangers are careful and patient creatures. They are willing to slowly construct elaborate schemes that may require extended periods of time\u2014even decades\u2014to yield results.",
						"Doppelgangers often work alone, as they don't trust potential cohorts not to ruin their plans. There are rare times when doppelgangers might reveal secrets to high-ranking individuals to ensure a successful infiltration. When they do work with others, it's because they've taken the shape of a target group's leader, unbeknownst to the organization's members.",
						"Doppelgangers can grow in power by learning skills and abilities, and often make excellent rogues, spellcasters, or fighters. A doppelganger that has class abilities can often effectively infiltrate and plague an adventuring group as a powerful antagonist\u2014but using a doppelganger like this in your game should be handled with care (see the Infiltrating a Party sidebar above for more information)."
					]
				}
			]
		},
		{
			"name": "Young Black Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-sidebar",
								"name": "Black Dragon Spellcasters",
								"entries": [
									"Black dragon spellcasters tend to cast the following spells.",
									{
										"type": "pf2-title",
										"name": "Young Black Dragon"
									},
									"{@b Arcane Prepared Spells} DC 25, attack +18; {@b 3rd} {@spell slow}, {@spell stinking cloud}; {@b 2nd} {@spell blur}, {@spell glitterdust}, {@spell invisibility}; {@b 1st} {@spell alarm}, {@spell ray of enfeeblement}, {@spell true strike}; {@b Cantrips (3rd)} {@spell dancing lights}, {@spell detect magic}, {@spell prestidigitation}, {@spell read aura}, {@spell tanglefoot}"
								]
							},
							{
								"type": "pf2-sidebar",
								"name": "SERZILIAN",
								"entries": [
									"The great wyrm black dragon Serzilian rules over the fetid Graidmere swamp in Ustalav, where she has resided for over 800 years. She knows something darker even than herself resides somewhere in the swamp, but she has yet to find how to summon such an entity. For now, she slumbers, waking only to demand sacrifices."
								]
							},
							{
								"type": "pf2-h3",
								"name": "Black Dragon",
								"entries": [
									"Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightningquick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind\u2014except perhaps to mate or temporarily collaborate to take down a mutual enemy.",
									"Black dragons are amphibious\u2014although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They're immune to the fetid water that comes as a result of their magical ability to corrupt water.",
									"Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can't survive the dragon's acidic presence."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Adult Black Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-sidebar",
								"name": "Black Dragon Spellcasters",
								"entries": [
									"Black dragon spellcasters tend to cast the following spells.",
									{
										"type": "pf2-title",
										"name": "Adult Black Dragon"
									},
									"{@b Arcane Prepared Spells} DC 30, attack +24; {@b 5th} {@spell black tentacles}, {@spell mariner's curse}; {@b 4th} {@spell clairvoyance}, {@spell dimension door}, {@spell suggestion}; {@b 3rd} {@spell paralyze}, {@spell slow}, {@spell stinking cloud}; {@b 2nd} {@spell blur}, {@spell glitterdust}, {@spell invisibility}; {@b 1st} {@spell alarm}, {@spell ray of enfeeblement}, {@spell true strike}; {@b Cantrips (5th)} {@spell dancing lights}, {@spell detect magic}, {@spell prestidigitation}, {@spell read aura}, {@spell tanglefoot}"
								]
							},
							{
								"type": "pf2-sidebar",
								"name": "SERZILIAN",
								"entries": [
									"The great wyrm black dragon Serzilian rules over the fetid Graidmere swamp in Ustalav, where she has resided for over 800 years. She knows something darker even than herself resides somewhere in the swamp, but she has yet to find how to summon such an entity. For now, she slumbers, waking only to demand sacrifices."
								]
							},
							{
								"type": "pf2-h3",
								"name": "Black Dragon",
								"entries": [
									"Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightningquick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind\u2014except perhaps to mate or temporarily collaborate to take down a mutual enemy.",
									"Black dragons are amphibious\u2014although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They're immune to the fetid water that comes as a result of their magical ability to corrupt water.",
									"Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can't survive the dragon's acidic presence."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ancient Black Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonBlack_AncientBlackDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-sidebar",
								"name": "Black Dragon Spellcasters",
								"entries": [
									"Black dragon spellcasters tend to cast the following spells.",
									{
										"type": "pf2-title",
										"name": "Ancient Black Dragon"
									},
									"{@b Arcane Prepared Spells} DC 37, attack +32; {@b 7th} {@spell finger of death}, {@spell mask of terror}, {reverse gravity}; {@b 6th} {@spell dominate}, {@spell true seeing}, {@spell wall of force}; {@b 5th} {@spell prying eye}, {@spell black tentacles}, {@spell mariner's curse}; {@b 4th} {@spell clairvoyance}, {@spell dimension door}, {@spell suggestion}; {@b 3rd} {@spell paralyze}, {@spell slow}, {@spell stinking cloud}; {@b 2nd} {@spell blur}, {@spell glitterdust}, {@spell invisibility}; {@b 1st} {@spell alarm}, {@spell ray of enfeeblement}, {@spell true strike}; {@b Cantrips (3rd)} {@spell dancing lights}, {@spell detect magic}, {@spell prestidigitation}, {@spell read aura}, {@spell tanglefoot}"
								]
							},
							{
								"type": "pf2-sidebar",
								"name": "SERZILIAN",
								"entries": [
									"The great wyrm black dragon Serzilian rules over the fetid Graidmere swamp in Ustalav, where she has resided for over 800 years. She knows something darker even than herself resides somewhere in the swamp, but she has yet to find how to summon such an entity. For now, she slumbers, waking only to demand sacrifices."
								]
							},
							{
								"type": "pf2-h3",
								"name": "Black Dragon",
								"entries": [
									"Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightningquick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind\u2014except perhaps to mate or temporarily collaborate to take down a mutual enemy.",
									"Black dragons are amphibious\u2014although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They're immune to the fetid water that comes as a result of their magical ability to corrupt water.",
									"Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can't survive the dragon's acidic presence."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Young Blue Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-sidebar",
								"name": "Blue Dragon Spellcasters",
								"entries": [
									"Blue dragon spellcasters tend to cast the following spells.",
									{
										"type": "pf2-title",
										"name": "Young Blue Dragon"
									},
									"{@b Arcane Prepared Spells} DC 28, attack +21; {@b 4th} {@spell dimension door}, {@spell hallucinatory terrain}; {@b 3rd} {@spell dream message}, {@spell hypnotic pattern}, {@spell paralyze}; {@b 2nd} {@spell dispel magic}, {@spell invisibility}, {@spell mirror image}; {@b 1st} {@spell alarm}, {@spell charm}, {@spell unseen servant}; {@b Cantrips (4th)} {@spell detect magic}, {@spell message}, {@spell read aura}, {@spell shield}, {@spell sigil}"
								]
							},
							{
								"type": "pf2-sidebar",
								"name": "DEYRUBRUJAN",
								"entries": [
									"Responsible for destroying three separate villages in Avistan after a lengthy raid to seek hidden information, this great wyrm blue dragon maintains a fortress lair in the desert nation of Thuvia. Called Hidden Nest, Deyrubrujan's lair is a factory where Usij cultists manufacture all manner of potions, drugs, and poisons, while ultimately seeking a way to make a counterfeit {@item Sun Orchid Elixir|LOWG}."
								]
							},
							{
								"type": "pf2-h3",
								"name": "Blue Dragon",
								"entries": [
									"Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins.",
									"Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.",
									"Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.",
									"The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort\u2014but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel\u2014expensive art, ornate furniture, and architectural marvels."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Adult Blue Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-sidebar",
								"name": "Blue Dragon Spellcasters",
								"entries": [
									"Blue dragon spellcasters tend to cast the following spells.",
									{
										"type": "pf2-title",
										"name": "Adult Blue Dragon"
									},
									"{@b Arcane Prepared Spells} DC 34, attack +27; {@b 6th} {@spell baleful polymorph}, {@spell mislead}; {@b 5th} {@spell chromatic wall}, {@spell false vision}, {@spell illusory scene}; {@b 4th} {@spell clairvoyance}, {@spell dimension door}, {@spell hallucinatory terrain}; {@b 3rd} {@spell dream message}, {@spell hypnotic pattern}, {paralyze}; {@b 2nd} {@spell dispel magic}, {@spell invisibility}, {@spell mirror image}; {@b 1st} {@spell alarm}, {@spell charm}, {@spell unseen servant}; {@b Cantrips (6th)} {@spell detect magic}, {@spell message}, {@spell read aura}, {@spell shield}, {@spell sigil}"
								]
							},
							{
								"type": "pf2-sidebar",
								"name": "DEYRUBRUJAN",
								"entries": [
									"Responsible for destroying three separate villages in Avistan after a lengthy raid to seek hidden information, this great wyrm blue dragon maintains a fortress lair in the desert nation of Thuvia. Called Hidden Nest, Deyrubrujan's lair is a factory where Usij cultists manufacture all manner of potions, drugs, and poisons, while ultimately seeking a way to make a counterfeit {@item Sun Orchid Elixir|LOWG}."
								]
							},
							{
								"type": "pf2-h3",
								"name": "Blue Dragon",
								"entries": [
									"Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins.",
									"Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.",
									"Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.",
									"The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort\u2014but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel\u2014expensive art, ornate furniture, and architectural marvels."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ancient Blue Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonBlue_AncientBlueDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-sidebar",
								"name": "Blue Dragon Spellcasters",
								"entries": [
									"Blue dragon spellcasters tend to cast the following spells.",
									{
										"type": "pf2-title",
										"name": "Ancient Blue Dragon"
									},
									"{@b Arcane Prepared Spells} DC 41, attack +35; {@b 8th} {@spell disappearance}, {@spell maze}, {@spell mind blank}; {@b 7th} {@spell paralyze}, {@spell prismatic spray}, {@spell spell turning}; {@b 6th} {@spell feeblemind}, {@spell baleful polymorph}, {@spell mislead}; {@b 5th} {@spell chromatic wall}, {@spell false vision}, {@spell illusory scene}; {@b 4th} {@spell clairvoyance}, {@spell dimension door}, {@spell hallucinatory terrain}; {@b 3rd} {@spell dream message}, {@spell hypnotic pattern}, {paralyze}; {@b 2nd} {@spell dispel magic}, {@spell invisibility}, {@spell mirror image}; {@b 1st} {@spell alarm}, {@spell charm}, {@spell unseen servant}; {@b Cantrips (8th)} {@spell detect magic}, {@spell message}, {@spell read aura}, {@spell shield}, {@spell sigil}"
								]
							},
							{
								"type": "pf2-sidebar",
								"name": "DEYRUBRUJAN",
								"entries": [
									"Responsible for destroying three separate villages in Avistan after a lengthy raid to seek hidden information, this great wyrm blue dragon maintains a fortress lair in the desert nation of Thuvia. Called Hidden Nest, Deyrubrujan's lair is a factory where Usij cultists manufacture all manner of potions, drugs, and poisons, while ultimately seeking a way to make a counterfeit {@item Sun Orchid Elixir|LOWG}."
								]
							},
							{
								"type": "pf2-h3",
								"name": "Blue Dragon",
								"entries": [
									"Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins.",
									"Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.",
									"Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.",
									"The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort\u2014but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel\u2014expensive art, ornate furniture, and architectural marvels."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Young Green Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-sidebar",
								"name": "Green Dragon Spellcasters",
								"entries": [
									"Green dragon spellcasters tend to cast the following spells.",
									{
										"type": "pf2-title",
										"name": "Young Green Dragon"
									},
									"{@b Arcane Prepared Spells} DC 26, attack +20; {@b 3rd} {@spell dispel magic}, {@spell locate}, {@spell mind reading}; {@b 2nd} {@spell humanoid form}, {@spell mirror image}, {@spell see invisibility}; {@b 1st} {@spell illusory object}, {@spell true strike}, {@spell ventriloquism}; {@b Cantrips (3rd)} {@spell dancing lights}, {@spell detect magic}, {@spell ghost sound}, {@spell read aura}, {@spell shield}"
								]
							},
							{
								"type": "pf2-sidebar",
								"name": "ATHERVOX",
								"entries": [
									"As green dragons are contemplative and seek scholarly endeavors, Athervox is no different. An astronomer by trade, this great wyrm green dragon maintains an observatory near Senara in the Whisper Woods of Cheliax. There, she struck a deal with House Thrune where she agreed to instruct a handful of apprentices. After a few years of instruction, these \"apprentices\" vanished one night, taking volumes of the dragon's crucial notes\u2014a slight she has not forgotten and plans to seek vengeance for."
								]
							},
							{
								"type": "pf2-h3",
								"name": "Green Dragon",
								"entries": [
									"Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools\u2014and the threshold for what they consider foolish is very low.",
									"Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.",
									"Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.",
									"Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Adult Green Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-sidebar",
								"name": "Green Dragon Spellcasters",
								"entries": [
									"Green dragon spellcasters tend to cast the following spells.",
									{
										"type": "pf2-title",
										"name": "Adult Green Dragon"
									},
									"{@b Arcane Prepared Spells} DC 33, attack +26; {@b 5th} {@spell cloudkill}, {@spell dispel magic}, {@spell tongues}; {@b 4th} {@spell clairvoyance}, {@spell dimension door}, {@spell stoneskin}; {@b 3rd} {@spell dispel magic}, {@spell locate}, {@spell mind reading}; {@b 2nd} {@spell humanoid form}, {@spell mirror image}, {@spell see invisibility}; {@b 1st} {@spell illusory object}, {@spell true strike}, {@spell ventriloquism}; {@b Cantrips (5th)} {@spell dancing lights}, {@spell detect magic}, {@spell ghost sound}, {@spell read aura}, {@spell shield}"
								]
							},
							{
								"type": "pf2-sidebar",
								"name": "ATHERVOX",
								"entries": [
									"As green dragons are contemplative and seek scholarly endeavors, Athervox is no different. An astronomer by trade, this great wyrm green dragon maintains an observatory near Senara in the Whisper Woods of Cheliax. There, she struck a deal with House Thrune where she agreed to instruct a handful of apprentices. After a few years of instruction, these \"apprentices\" vanished one night, taking volumes of the dragon's crucial notes\u2014a slight she has not forgotten and plans to seek vengeance for."
								]
							},
							{
								"type": "pf2-h3",
								"name": "Green Dragon",
								"entries": [
									"Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools\u2014and the threshold for what they consider foolish is very low.",
									"Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.",
									"Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.",
									"Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ancient Green Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonGreen_AncientGreenDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-sidebar",
								"name": "Green Dragon Spellcasters",
								"entries": [
									"Green dragon spellcasters tend to cast the following spells.",
									{
										"type": "pf2-title",
										"name": "Ancient Green Dragon"
									},
									"{@b Arcane Prepared Spells} DC 39, attack +33; {@b 8th} {@spell mind blank}, {@spell prismatic wall}; {@b 7th} {@spell contingency}, {@spell prismatic spray}, {@spell spell turning}; {@b 6th} {@spell feeblemind}, {@spell teleport}, {@spell true seeing}; {@b 5th} {@spell cloudkill}, {@spell dispel magic}, {@spell tongues}; {@b 4th} {@spell clairvoyance}, {@spell dimension door}, {@spell stoneskin}; {@b 3rd} {@spell dispel magic}, {@spell locate}, {@spell mind reading}; {@b 2nd} {@spell humanoid form}, {@spell mirror image}, {@spell see invisibility}; {@b 1st} {@spell illusory object}, {@spell true strike}, {@spell ventriloquism}; {@b Cantrips (8th)} {@spell dancing lights}, {@spell detect magic}, {@spell ghost sound}, {@spell read aura}, {@spell shield}"
								]
							},
							{
								"type": "pf2-sidebar",
								"name": "ATHERVOX",
								"entries": [
									"As green dragons are contemplative and seek scholarly endeavors, Athervox is no different. An astronomer by trade, this great wyrm green dragon maintains an observatory near Senara in the Whisper Woods of Cheliax. There, she struck a deal with House Thrune where she agreed to instruct a handful of apprentices. After a few years of instruction, these \"apprentices\" vanished one night, taking volumes of the dragon's crucial notes\u2014a slight she has not forgotten and plans to seek vengeance for."
								]
							},
							{
								"type": "pf2-h3",
								"name": "Green Dragon",
								"entries": [
									"Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools\u2014and the threshold for what they consider foolish is very low.",
									"Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.",
									"Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.",
									"Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Young Red Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Young Red Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Adult Red Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Adult Red Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Ancient Red Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonRed_AncientRedDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ancient Red Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Young White Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Young White Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Adult White Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Adult White Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Ancient White Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonWhite_AncientWhiteDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Chromatic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ancient White Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Young Brass Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Young Brass Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Adult Brass Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Adult Brass Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Ancient Brass Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonBrass_AncientBrassDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ancient Brass Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Young Bronze Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Young Bronze Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Adult Bronze Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonBronze_AncientBronzeDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Adult Bronze Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Ancient Bronze Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonBronze_AncientBronzeDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ancient Bronze Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Young Copper Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Young Copper Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Adult Copper Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Adult Copper Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Ancient Copper Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonCopper_AncientCopperDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ancient Copper Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Young Gold Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Young Gold Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Adult Gold Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonGold_AncientGoldDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Adult Gold Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Ancient Gold Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonGold_AncientGoldDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ancient Gold Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Young Silver Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Young Silver Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Adult Silver Dragon",
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Adult Silver Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Ancient Silver Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonSilver_AncientSilverDragon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Dragon, Metallic",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ancient Silver Dragon",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Dragon Turtle",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/DragonTurtle.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Dragon Turtle",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DRAGON TURTLE TREASURE",
							"entries": [
								"Dragon turtles keep their treasure in shipwrecks at the bottom of the ocean. Their hoards usually contain coins, jewelry, and magic items that can survive lengthy submersion.",
								{
									"type": "pf2-title",
									"name": "DRAGON TURTLE LOCATIONS"
								},
								"Although most dragon turtles hunt in the open ocean, some live along coastlines or even within large inland lakes."
							]
						},
						"When sailors warn others of the terrible threats of the open sea, they seldom forget to mention dragon turtles\u2014immense aquatic dragons with rocky shells similar to those of tortoises and flippers powerful enough to overturn hardy vessels. These fearsome creatures enjoy being considered as dangerous as storms or natural disasters by seafaring folk. Dragon turtles delight in amassing treasure, although most prefer to receive tribute from passing sailors and often store their hoards in the shipwrecks of vessels once crewed by those unwilling to surrender their valuables. Dragon turtles are solitary creatures and hunt in regions encompassing a hundred square miles or more. Although they normally eat large fish, they are omnivorous and also eat seaweed or even foolhardy dragon hunters. Experienced sailors keep a keen eye out for dragon turtles, preparing to flee should one approach or offer it treasure in exchange for safe passage.",
						"Most dragon turtles are at least 20 feet wide and 50 feet long, although some can grow substantially larger. These massive, ancient dragon turtles are somnolent, and resemble rocky islands from a distance; their prodigious hoards can be a source of truly ancient sea lore. Legends persist of truly immense dragon turtles who spend centuries drifting on the surface of the ocean, far from established shipping lanes or charted waters, with shells that serve as islands capable of supporting entire ecosystems and even, some claim, small settlements whose inhabitants know nothing of land that doesn't drift across the sea."
					]
				}
			]
		},
		{
			"name": "Drakauthix",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Drakauthix.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Drakauthix",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DRAKAUTHIX SPORELINGS",
							"entries": [
								"When a new drakauthix bursts forth from a spore-infested corpse, it has no true way of defending itself. However, a sporeling does not need to hunt until it grows much larger. Each sporeling harvests enough material from the body it emerged from to grow to its full size over a few short days. After it has done so, the drakauthix detaches from the cave ceiling and, starving, immediately seeks out its first meal in the cavern below."
							]
						},
						"The drakauthix is a massive fungus that floats through the heights of the largest Darklands caverns, propelled by bladders that spray air and spores. A voracious but slow-moving hunter, the drakauthix prefers to ambush meaty creatures from above, using its hooked appendages to pull its victims upward to feed. The drakauthix's digestive process is entirely external\u2014it clings to victims, and its spore-laden surface slowly feeds on and grows through the flesh before the spore-infested carcass is discarded. As the infested body strikes the ground below, it bursts and releases a cloud of spores, unleashing a host of young called sporelings that immediately scuttle up the cavern walls to cling to its ceiling and grow.",
						"The drakauthix behaves no more intelligently than most predatory animals, and often uses a sort of symbiotic scavenger method to secure prey by capitalizing on the hunting methods of oozes and vermin found in the large cave systems it frequents. When a relatively mindless creature kills a victim, the drakauthix drifts down, hooks the freshly slain carcass with its tendrils, and reels in its meal. The mindless ooze or other creature that just had its food stolen rarely holds a grudge and simply slithers off to find a new quarry, letting the drakauthix digest the corpse in peace. Of course, the drakauthix isn't above feasting on more active prey as well, and might attack an adventurer who neglects to look upward for danger when exploring a network of mysterious caves.",
						"Some Darklands-dwelling creatures, such as duergars, hunt drakauthixes for their flesh, which has a unique flavor with a peppery aftertaste. Subterranean races also make ink from drakauthixes by burning their carcasses, then grinding and pressing the ashes for a long time until a silvery substance congeals."
					]
				}
			]
		},
		{
			"name": "River Drake",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Drake_RiverDrake.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Drake",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "River Drake",
								"entries": [
									"Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant relatives of the black dragon. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water's surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Flame Drake",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Drake_FlameDrake.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Drake",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Flame Drake",
								"entries": [
									"The distant kin of red dragons, flame drakes thankfully lack the intelligence and ambition of their larger cousins, but are no less territorial or violent. Flame drakes dwell near volcanoes and magma, but it's not unheard of for one to drift into nearby areas like forests or wooded hills. Their scales are usually some shade of red, occasionally fading to smoky blacks and grays along the edges of their wings and the tips of their tails."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Jungle Drake",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Drake_JungleDrake.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Drake",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Jungle Drake",
								"entries": [
									"Believed to be related to green dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Wyvern",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Drake_Wyvern.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Drake",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Wyvern",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "ARE WYVERNS DRAKES?",
										"entries": [
											"Although commonly classified as drakes, wyverns exhibit significant differences from most other types of drakes. While scholars debate the precise relationship between them, none dispute that they exhibit collegial behavior and general deference to one another."
										]
									},
									"A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern's resilient body allows it to crash talons-first into large prey without serious risk to itself. A wyvern uses its momentum to stun its target before injecting it with searing venom or carrying it over the side of a nearby cliff. Because a wyvern lacks the strength to haul its prey all the way to its nest intact, it is far more likely to lift and drop its victim over a gully or canyon and let gravity do its work before it descends to pick apart the carcass.",
									"Conversation is of little interest to a wyvern, as the creature typically speaks only to taunt its prey, issue territorial claims, or demand tribute. Even so, many wyverns enjoy grim humor and tales of violent acts, particularly if those acts were committed by the storyteller. A wyvern properly appeased with meat, entertainment, and treasure sometimes agrees to provide assistance ranging from giving directions to serving as a mount for a powerful humanoid. However, these arrangements rarely last more than a few weeks before the wyvern's pride, malice, or insolence inspires it to flee or even betray its allies. Only the truly cruel can cow a wyvern into servitude for an extended period, as most wyverns are so self-interested that they go out of their way to avoid helping others."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Frost Drake",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Drake_FrostDrake.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Drake",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Frost Drake",
								"entries": [
									"Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, small bears, and tundra-dwelling people. Related as they are to white dragons, these drakes share many habits and facets of their disposition with their draconic cousins. Indeed, just as white dragons are among the most bestial and craven of dragonkind, frost drakes are among the most depraved and openly malicious of the drakes. They are also especially insolent, and are less likely to back down from a fight compared to other drakes. Many frost drakes have met their ends trying to enact cruelties beyond their means, such as singly taking on an entire castle or well-fortified township. Although a frost drake can wreak much destruction on its own, tales of village-dwelling northerners banding together to defend their homes from these rogue menaces are fairly common.",
									"A frost drake's hunting grounds are quite large. Those frost drakes that live upon the permanently frozen peaks of high mountains have been known to swoop down to snatch up prey from the lowlands, leaving frozen swaths of earth from their breath as the only sign of their passing. Their frost-covered scales range from deep royal blue to crisp cyan and sometimes feature sporadic patches of violet. Their hides are thinner than most drakes'; when a frost drake is inhaling in preparation to launch its signature frozen breath, the monster's ice-blue blood can be seen beneath its scales."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Desert Drake",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Drake_DesertDrake.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Drake",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Desert Drake",
								"entries": [
									"Distant cousins of blue dragons that lack their relatives' magical talents and intelligence, these desert-dwelling drakes are nonetheless dangerous ambush predators, preying upon isolated desert travelers and outposts for food and supplies. They retain their true-blooded forebears' resistance to electricity and affinity for sandy environs. Desert drakes' scales range in coloration from rust-brown to light tan and ocher shades, mimicking the colors of the dunes they call home.",
									"Desert drakes are among the lightest and most compact of the drakes, though this shouldn't be mistaken for frailty. Their swooped-back horns and feather-thin wings are adapted to make burrowing as easy as possible. Indeed, a desert drake's powerful neck makes wriggling through sand and other loose scree as easy as walking for it."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Drow Fighter",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Drow_DrowFighter.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Drow",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Drow Fighter",
								"entries": [
									"Drow fighters train to master techniques that inflict deep, bleeding wounds and use poisoned crossbow bolts to exhaust enemies."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Drow Rogue",
			"source": "B1",
			"_copy": {
				"name": "Drow",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Drow Rogue",
								"entries": [
									"Loners at heart, drow rogues trust no one\u2014least of all fellow slayers. Thees drow rely on awareness and adaptation to survive the cutthroat nature of their society."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Drow Priestess",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Drow_DrowPriestess.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Drow",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Drow Priestess",
								"entries": [
									"Many drow priestesses venerate demon lords and other foul divinities."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Duergar Sharpshooter",
			"source": "B1",
			"_copy": {
				"name": "Duergar",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Duergar Sharpshooter",
								"entries": [
									"Duergar sharpshooters serve both as ranged support for slaver parties and as snipers posted on towers overlooking quarries and other areas where enslaved workers toil away the hours. Duergar sharpshooters also specialize in nonlethal methods of ranged combat\u2014tactics they are often called upon to use when quelling slave riots or capturing escaped slaves."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Duergar Bombardier",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Duergar_DuergarBombardier.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Duergar",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Duergar Bombardier",
								"entries": [
									"Alchemy intrigues many duergars, and their cruel traditions often motivate them to experiment on slaves. Eager to inflict pain and justify the abuse as a method of expanding knowledge, duergar bombardiers often accompany slaver bands so they can have the first chance to select their next test subjects from captured victims. To duergar bombardiers, the lob of each bomb represents a new opportunity to observe how their targets react and record the results to enhance future modifications to their alchemical concoctions."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Duergar Taskmaster",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Duergar_DuergarTaskmaster.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Duergar",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Duergar Taskmaster",
								"entries": [
									"Duergar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as duergar taskmasters, these leaders often issue commands to duergar subordinates and slaves in the same breath, treating the two almost as if they were interchangeable. As a result, duergar taskmasters are loathed by both slave and slaver alike."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dullahan",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Dullahan.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Dullahan",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DULLAHAN LEGENDS",
							"entries": [
								"In Ustalav, residents recite legends of a cadre of dullahans who drive the \"Coach of the Silent,\" a macabre funeral carriage pulled by a team of spectral horses. To the west, among the Lands of the Linnorm Kings, Ulfen warriors whisper of dullahans who hunt down their victims using packs of hellish ebony hounds. And along the western coasts of Garund, pirates and merchants alike insist of the existence of a black-sailed ship crewed entirely by headless undead sailors."
							]
						},
						"Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue living. When closing in for the kill, the dullahan first whispers its victim's name, then swiftly collects its prize, casting a pall of dread upon all who witness the grim execution.",
						"A dullahan manifests when a particularly violent warrior is beheaded and the warrior's soul stubbornly clings to material existence (or is refused entry to the afterlife). Most dullahans return to their former homelands, where they can exact vengeance those they feel wronged them in life (or their living descendants). A dullahan's concept of justice is swift and merciless, and once it has selected a target, it is unwavering in its cause.",
						"Perhaps even more than revenge on the living, a dullahan desires its own rotted head. An individual who wields the head of a dullahan is powerful indeed, for a dullahan will grudgingly serve such a master in the hopes of reclaiming its missing skull. Mighty fiends such as devils command dullahans to harvest souls or lead armies for them, while a mortal might use such an undead warrior to fulfill a personal vendetta. No matter its master's rank or station, however, a dullahan won't hesitate to kill its liege and reclaim its head when the opportunity presents itself.",
						"Most dullahan lairs are abandoned, overgrown ruins or other dilapidated places where severed heads and other trophies line the walls. Some dullahans, on the other hand, are content to simply commit their foul deeds and leave the remains of their decapitated victims in the streets, strewn among a copse of dead trees, or unceremoniously tossed in a bog hole."
					]
				}
			]
		},
		{
			"name": "Eagle",
			"source": "B1",
			"_copy": {
				"name": "Eagle Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Eagle",
								"entries": [
									"These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees or steep cliffs that provide a commanding view of the surrounding area. They avoid nesting too near civilization, but some remote cultures train eagles as hunting companions."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Eagle",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Eagle_GiantEagle.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Eagle Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Eagle",
								"entries": [
									"No mere animals, giant eagles have a keen intellect and a strong sense of honor. As guardians of their mountain homes, giant eagles attempt to prevent the encroachment of civilization upon wild land and the predations of wicked humanoid settlements. Unlike ordinary eagles, which tend to be solitary creatures, giant eagles congregate within aeries holding up to a dozen members and work together to protect their domains.",
									"Giant eagles have wingspans up to 30 feet across and weigh up to 500 pounds. These impressive birds cannot be easily broken or cowed. A giant eagle may allow trusted terrestrial friends to ride it, but they invariably resist saddles, harnesses, or other equipment that might suggest they are mere beasts of burden rather than trusted companions. Giant eagles are long-lived and take debts and oaths very seriously, often remembering slights for years and remaining slow to forgive."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Electric Eel",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Eel_ElectricEel.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Eel",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Electric Eel",
								"entries": [
									"Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be dangerous to larger creatures searching for their next meals."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Moray Eel",
			"source": "B1",
			"_copy": {
				"name": "Eel",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Moray Eel",
								"entries": [
									"Giant moray eels dwell in warm, tropical waters and build lairs in narrow, twisting caves made of coral. Their size, speed, and powerful bite make them dangerous to divers and fishermen. Giant moray eels have rubbery hides that secrete a layer of mucus, making them difficult to harm with some weapons."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Elananx",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Elananx.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Elananx",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ELANANX LOCATIONS",
							"entries": [
								"Although many elananxes dwell in the strange realm of the First World, some are also natives of the Material Plane. Elananxes prefer to dwell in regions where there are ample intelligent creatures to chase, hunt, and eat, and they favor woodlands and hills as their primary hunting grounds."
							]
						},
						"These strange, fey felines resemble large, broad bobcats from a distance, but a closer view reveals something amiss. Their forms ripple and billow with heat, and their eyes glow from within as if they contain tiny, flickering flames. The pungent scent of rotting leaves smoldering in a bonfire clings to their fur. Yet those who have the chance to watch elananxes hunt or attack prey witness the greatest indication that these creatures are something more than mere predators, for they act with cruel and savvy instincts, reveling in the pain they inflict.",
						"Elananxes typically hunt alone, but sometimes these cunning and malicious hunters of the First World roam in packs called \"billows\" to take down large prey. Like many house cats, elananxes are not content to merely track and devour prey, but prefer to toy with their victims, drawing joy and excitement from the fear and pain of those they capture. To this end, elananxes rarely use their cinder dispersal ability to evade their targets, instead opting to foil their quarry just before the end of the hunt\u2014though, as selfish creatures who wish to live to hunt again, elananxes often reserve one use of this ability, just in case.",
						"Because of their clever and malicious ways, elananxes are favored as hunting companions by {@creature redcap|B1|redcaps}, who go out of their way to befriend or make deals with these creatures. {@creature redcap|B1|Redcaps} also find great sport in hunts where competing elananxes chase a single creature. Although they're large enough to serve as mounts for {@creature redcap|B1|redcaps}, elananxes despise being ridden and resist such attempts\u2014little is as sure to cause a supposedly friendly elananx to turn on its {@creature redcap|B1|redcaps} ally than a foolhardy attempt to treat the fey cat as a horse!",
						"Elananxes have a strange affinity to forest fires. Because they are immune to the damage caused by flickering flames, they enjoy capering and caterwauling through the smoky, burning ruins of forest infernos. Some have even been known to use their burning bites to deliberately light undergrowth on fire, simply so they might experience the beauty of the flames combined with the inevitable pain such disasters inflict on other creatures."
					]
				}
			]
		},
		{
			"name": "Zephyr Hawk",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Air",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Zephyr Hawk",
								"entries": [
									"Zephyr hawks drift among the currents of the Plane of Air in great flocks."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Living Whirlwind",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/ElementalAir_LivingWhirlwind.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Elemental, Air",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Living Whirlwind",
								"entries": [
									"A living whirlwind resembles a roughly humanoid-shaped dust devil."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Invisible Stalker",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Air",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Invisible Stalker",
								"entries": [
									"Invisible stalkers have a poor opinion of mortals due to the unsavory nature of the violent tasks summoners usually call them to the Material Plane to perform."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Storm Lord",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Air",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Storm Lord",
								"entries": [
									"Storm lords wage battles to claim important territory within the Plane of Air."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Elemental Hurricane",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Air",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Elemental Hurricane",
								"entries": [
									"Elemental hurricanes embody the ferocity of violent windstorms."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Sod Hound",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Earth",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Sod Hound",
								"entries": [
									"Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Living Landslide",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/ElementalEarth_LivingLandslide.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Elemental, Earth",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Living Landslide",
								"entries": [
									"Living landslides resemble humanoids made of earth and gravel."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Xorn",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Earth",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Xorn",
								"entries": [
									"These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so delicious."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Stone Mauler",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Earth",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Stone Mauler",
								"entries": [
									"These towering heaps of earth can inflict tremendous damage up close and from afar."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Elemental Avalanche",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Earth",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Elemental Avalanche",
								"entries": [
									"Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Cinder Rat",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Fire",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Cinder Rat",
								"entries": [
									"These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Living Wildfire",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/ElementalFire_LivingWildfire.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Elemental, Fire",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Living Wildfire",
								"entries": [
									"Living wildfires appear as humanoids made of living fire."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Salamander",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Fire",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Salamander",
								"entries": [
									"Salamanders have serpentine lower torsos, but humanoid upper bodies with toothy reptilian snouts. Their affinity for cruelty and violence puts them in close alliance with the demons of the Abyss."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Firewyrm",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Fire",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Firewyrm",
								"entries": [
									"Firewyrms live in tubes of molten lava found throughout the Plane of Fire."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Elemental Inferno",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Fire",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Elemental Inferno",
								"entries": [
									"Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Air Mephit",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Mephit",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Air Mephit",
								"entries": [
									"Air mephits are capricious and flighty relative to their kin; they are as likely to fly blindly into battle as they are to whine in terror at a loud noise. They are pale blue in coloration and have thin wings that trail small puffs of vapor as they fly through the skies."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Mephit_WaterMephit.png"
			]
		},
		{
			"name": "Earth Mephit",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Mephit",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Earth Mephit",
								"entries": [
									"Earth mephits are humorless and trudge about their tasks with little enthusiasm. They are somewhat more stout than other mephits, and their dark-brown or gray bodies are always coated with layers of dirt and filth. An earth mephit can fly, just as any other mephit, but the act of flight is uncomfortable and unnerving to them\u2014they rarely ascend higher than 5 feet off the ground if they can help it."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Fire Mephit",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Mephit",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Fire Mephit",
								"entries": [
									"Fire mephits are conniving and quick to anger. They aren't evil, but they delight in inflicting pain, and their love of burning things pushes them the closest to this alignment of all mephits. They have bright-orange skin, and wisps of flame flicker along their wings as they flap through the air. The rivalry between fire and water mephits is notorious, and these creatures loathe working together for any amount of time."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Water Mephit",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Mephit_WaterMephit.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Elemental, Mephit",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Water Mephit",
								"entries": [
									"Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Just as fire mephits are the ones who cleave closest to evil without fully crossing over into true villainy, water mephits are the friendliest of the mephits and therefore the closest to good. Still, one should take care in making assumptions about a water mephit's benevolence, for no one can reliably count on them to keep their inborn need for pranks and trickery at bay for long. Water mephits have blue-green skin that shimmers in light like fish scales. Though water mephits' wings look more like webbed fins than limbs capable of flight, they can flap their wings to fly through the air as easily as any other mephit. Water mephits prefer to swim, when possible, and they leave the water only when they must."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Brine Shark",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Water",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Brine Shark",
								"entries": [
									"Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Living Waterfall",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/ElementalWater_LivingWaterfall.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Elemental, Water",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Living Waterfall",
								"entries": [
									"Living waterfalls are humanoid-shaped columns of churning water."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Quatoid",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Water",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Quatoid",
								"entries": [
									"Quatoids are peculiar, mysterious elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Tidal Master",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Water",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Tidal Master",
								"entries": [
									"Tidal masters use their power over waves and water to drown their enemies."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Elemental Tsunami",
			"source": "B1",
			"_copy": {
				"name": "Elemental, Water",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Elemental Tsunami",
								"entries": [
									"Elemental tsunamis are huge and destructive."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Elephant",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Elephant_Elelphant.png"
			],
			"_copy": {
				"name": "Elephant Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Elephant",
								"entries": [
									"Those who live near elephants have learned to be wary of angering the beasts, but even with precautions in place, elephants sometimes still rampage. There is little an individual person can do when even a single elephant becomes enraged. Furthermore, a herd of angry or frightened elephants can easily destroy an entire village."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Mammoth",
			"source": "B1",
			"_copy": {
				"name": "Elephant Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Mammoth",
								"entries": [
									"Found mostly in colder climates, mammoths are accustomed to dealing with desperate and dangerous predators, trampling and crushing their enemies while using their larger tusks to greater effect. Humanoids dwelling in harsh, frost‐bound lands rely on the mammoth's strength to help them survive."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ether Spider",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/EtherSpider.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ether Spider",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ETHER SPIDER FOES",
							"entries": [
								"The Ethereal Plane is a sparsely populated realm in comparison to most, used more for traveling than dwelling. Yet the deep mists here conceal denizens such as monstrous parasitic beings that use humanoids as incubators for eggs and fiends born from the raw fears of mortal life, and ether spiders are ever vigilant against those foes' machinations."
							]
						},
						"Ether spiders are deadly predators from the Ethereal Plane resembling giant arachnids. Rather than building webs of silk, ether spiders shape the raw essence of the Ethereal Plane, weaving it in complex patterns that drift through the misty void. From these ethereal nests, whole families of ether spiders can scout the adjacent Material Plane, watching for easy prey in dark or remote corners of the land of mortals. Once an ether spider has spotted a meal, it anchors its nest and waits on the Ethereal Plane for its prey to draw near. As soon as its victim is within reach, the ether spider shifts to the Material Plane, clamps its fangs onto its prey, then shifts back to the Ethereal Plane to wait as its venom works through the creature's system. Ether spiders move between the planes with ease, making them extremely dangerous to those who cannot see or attack ethereal enemies.",
						"Ether spiders are not mindless or evil\u2014they are simply hungry. If a prospective meal can sate an ether spider's incredible appetite through other means, they might be able to bargain for their life. Ether spiders are especially interested in items, information, or allies who can help them against their enemies.",
						"As many as half a dozen ether spiders might dwell in the same ether web. Although ether spiders enjoy one another's company, they don't form the same bonds as most humanoids, and they are more likely to feast on the corpse of a fallen sibling than save one from certain doom.",
						"Ether spiders dwell in vast nests adrift in the Ghost World, where they are more likely to let down their guard. Travelers who find a floating ether spider commune should have an easier time of making peaceful contact to trade with or even befriend these strange arachnids. The nests drift on metaphysical currents and are rarely seen in the same vicinity twice. Sometimes a point of interest on the neighboring Material Plane compels them to tether their nest to an area, creating a semipermanent home, and those who learn its location can return to it repeatedly."
					]
				}
			]
		},
		{
			"name": "Ettin",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ettin.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ettin",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "LOSING A HEAD",
							"entries": [
								"An ettin who loses one of its heads is a sorry sight indeed. Rather than clean and cauterize the stump, an ettin will typically leave as much of its decapitated head attached as possible, even possibly attempting to sew a completely severed head back on or keep it in a knapsack strung around its shoulder."
							]
						},
						"Two heads aren't always better than one. The slovenly, violent giants known as ettins are proof enough of that.",
						"The origin of these two-headed brutes is unknown, but few who encounter ettins ponder their beginnings for long. Rather, the first priority for most creatures during such a confrontation is escape, which is not easy to accomplish given the ettins' notorious vigilance. In this way, two heads are better than one\u2014ettins regularly find employ in the ranks of giant or orc armies as sentries and guards. The benefits of an ettin security detail are obvious: because it has a shared stomach, an ettin requires only the same amount of food as one typical ogre, yet its two sets of eyes make it twice as observant. An ettin never complains for lack of company, either. The ettin's two heads are uniquely content to squabble and converse between themselves, and though they bicker incessantly, most couldn't dream of life without the other. Much like some twins, an ettin has two individual minds who nonetheless consider the other as much a part of their life as their own self.",
						"Ettins do not resemble a single giant heritage so much as an amalgamation of several. Their tusks are thought to stem from orc ancestry, though their size and dimness suggest hill giant blood. Though they tower over goblins and hobgoblins, ettins are more than at home among tribes of these creatures and enjoy their comfortable stations as camp lookouts or troop rearguards. Their exposure to a wide variety of goblinoids and giants is evident in their language; ettins speak a pidgin tongue of Goblin, Jotun, and Orcish, and their diction is mostly good enough to get across the general meaning of their short sentences and bumbled sayings\u2014although most interlocutors simply nod their heads while conversing with an ettin anyway. The monsters are notoriously short tempered and, despite their heightened visual perception, short sighted in matters of keeping their allies alive."
					]
				}
			]
		},
		{
			"name": "Faerie Dragon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/FaerieDragon.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Faerie Dragon",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "FAERIE DRAGON TREASURE",
							"entries": [
								"Faerie dragon hide can be made into armor for a Small creature. They sometimes wear magical amulets or rings.",
								{
									"type": "pf2-title",
									"name": "FAERIE DRAGON LAIRS"
								},
								"Faerie dragons live in old forests or places where the veil between the First World and the Material Plane is thinnest. They often decorate their lairs with sparkly trinkets or groom the surrounding foliage into pleasing shapes."
							]
						},
						"Although they are much smaller than their larger dragon cousins, faerie dragons have the many of the same physiological attributes, including long necks, toothy maws, sinuous tails, and sharp claws. They flit about on iridescent butterfly wings, the coloring of which changes based on where they live, giving them a natural camouflage. Unlike their larger kin, an adult faerie dragon remains the same size throughout its lifespan. The only visual clue to the age of a faerie dragon is the sheen on its scales, a glimmer that becomes more lustrous the older it gets.",
						"Faerie dragons usually exhibit pleasant and good-natured temperaments, though they have a mischievous streak that leads them to play tricks on those around them. In search of an amusement, they prefer harmless annoyances to wounding malice. While often spontaneous, they may also spend months if not years planning the perfect prank. Especially responsive targets endear themselves to faerie dragons and may create a lifelong bond. A faerie dragon's reputation as a trickster leads many to associate them with fey, with whom the tiny dragons have cordial relationships.",
						"Peaceful by nature, faerie dragons do not enjoy confrontation. If faced with hostility, they prefer to remain at a distance and breathe euphoric gas at their foes, diffusing the skirmish by creating an atmosphere of bliss. If conflict escalates, they target their opponents with spells, using their renowned trickery to escape. If their companions are in danger, however, their desire to remain out of combat changes. Faerie dragons protect their friends by any means available, including physical combat.",
						"Sometimes as faerie dragons grow older, their connection to the First World grows stronger. In addition to growing more lustrous and vibrant in appearance, these faerie dragons gain an increasing amount of magical primal power. Such faerie dragons increase in strength as appropriate\u2014a faerie dragon of 20th level or even higher is possible, but it is exceptionally unusual to encounter a faerie dragon of 9th level or higher beyond the most remote regions of the First World. When creating a more powerful faerie dragon, change its tradition to primal and grant it a number of primal spells known appropriate for a druid of its level. Faerie dragons don't grow much larger, regardless of how powerful they become. Those who would seek to torment or vex a faerie dragon would do well to consider this, as it's often difficult to tell how powerful one of these tiny dragons truly is at a simple glance!"
					]
				}
			]
		},
		{
			"name": "Grothlut",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Fleshwarp_Grothlut.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Fleshwarp",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Grothlut",
								"entries": [
									"Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torsos are vaguely human, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, perhaps as the last remnants of their shattered human consciousness pleads to be free from their horrid warped form.",
									"Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation all but stamps out the human consciousness. Others disagree, arguing that warping the creature's mind makes it all the more useful, since its stupidity makes it pliable and easy to herd. Drow typically use grothluts as guardians that slowly patrol the edges of their enclaves. Once in position, grothluts can be used as crude shock troops, unleashed to soften enemy forces before more-valuable warriors wade in and cut down the enemies who have been nauseated by the grothluts' exploded organs and flesh."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Drider",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Fleshwarp_Drider.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Fleshwarp",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Drider",
								"entries": [
									"The first fleshwarping process mastered by the drow remains both their most successful and most infamous: the drider. Fusing the body of a drow with that of a giant spider, driders are a sexually dimorphic fleshwarp\u2014the only fleshwarp known to be able to produce young. While female driders have the upper torsos of elegant drow women with mouths featuring sharp poisoned fangs, male driders have hideous, mutated countenances that further blend the humanoid form with that of a spider; the difference in appearance is perhaps a reflection on the matriarchal nature of drow society. In combat, all driders are equally dangerous.",
									"Although the fleshwarping process was originally intended to be a punishment for drow who fell from grace, the significant powers and strengths gained from the horrifying transformation are attractive to some drow, and an increasing number of lower-ranking citizens in drow cities volunteer themselves for the painful procedure. In return for mandatory time (typically measured in decades) serving as a guardian, soldier, or other public servant, such volunteer driders are later allowed to lead their own lives, typically in caverns located in a city's periphery. The painful truth is that for most driders, they do not live long enough to see this reward, for the drow have a penchant for working their fleshwarped slaves to death or deploying them in deadly war missions in which survival is a only a remote possibility.",
									"Most driders use arcane magic, but driders who use divine magic are well known, while a rare few use occult or primal magic. A drider's innate spells remain the same regardless of the magical tradition, but those who use different types of magic as prepared spells may well have entirely different spells prepared than the drider presented below."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Snapping Flytrap",
			"source": "B1",
			"_copy": {
				"name": "Flytrap",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Snapping Flytrap",
								"entries": [
									"The snapping flytrap is a ravenous, carnivorous plant that is quick to bite at any creature that passes by. Snapping flytraps typically have two sets of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Flytrap",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Flytrap_GiantFlytrap.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Flytrap",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Flytrap",
								"entries": [
									"Because they blend in so well with surrounding foliage, giant flytraps can use the element of surprise to make quick strikes against unsuspecting adventurers and forest travelers."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gargoyle",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Gargoyle.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Gargoyle",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GARGOYLE TREASURE",
							"entries": [
								"The obsessive nature of gargoyles can result in a variety of treasure hoards and grim trophy collections, ranging from stockpiles of arcane tomes to alchemical potions and apparatuses to simple trinkets."
							]
						},
						"Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the day and descend upon unlucky pedestrians at night. Their most common form is that of a horned humanoid with bat-like wings, but individual gargoyles show a great deal of variation, with some appearing more or less humanoid and others resembling no known creature. A gargoyle's features are not fixed; city-dwelling gargoyles who remain in the same locale long enough slowly morph, day by day, to match the style of the local architecture. These patient monsters can stay disguised for long stretches of time as they patiently await an opportunity to strike.",
						"Gargoyles tend to be lone hunters, though sometimes they band into fearsome tribes called \"wings\" for protection or sport. On rare occasions, wings become relatively stable communities, and gargoyles in wings may even ally with other creatures such as demons and intelligent aberrations, though these alliances exist on a razor's edge. The majority of gargoyles are treacherous, vindictive, and petty\u2014traits that preclude lasting partnerships. Many tend to be obsessive and compulsive. Some are collectors, focusing on anything from books to grim trophies, while others are ritualistic or overly passionate about niche intellectual subjects or certain artistic motifs. These tendencies often contribute to the dissolution of wings as individuals' obsessions and compulsions clash.",
						{
							"type": "pf2-h3",
							"name": "Kapoacinth"
						},
						"Kapoacinths dwell not amid cliffs or rooftops, but beneath the sea, using their wings to swim. These water-dwelling gargoyles often dwell in shallow coastal regions and shamble forth from the sea to attack prey. Kapoacinths are less individualistic and tend to create more stable wings for longer periods of time. Kapoacinths have the same abilities as the gargoyle presented below, but with the following adjustments: they have the aquatic trait, they have a swim Speed of 40 feet instead of a fly Speed, and their Clawed Feat reaction triggers when they are Swimming instead of Flying."
					]
				}
			]
		},
		{
			"name": "Janni",
			"source": "B1",
			"_copy": {
				"name": "Genie",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Janni",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "JANNI AMIRS",
										"entries": [
											"Janni amirs can't grant wishes. They add the following to their innate spells: 4th read omens; Cantrips (4th) detect magic (at will)."
										]
									},
									"Jann are genies composed of all four elements, meaning they are not quite home on any of the Elemental Planes. Instead, jann reside on the Material Plane, making only brief forays to the other parts of the Inner Sphere. Although they are human in size and appearance, jann are not at all related to humans and bristle at any claims to this effect. They are a proud people and take great care to maintain their honor\u2014restoring that honor with the edge of a sword, if necessary."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Djinni",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Genie_Djinni.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Genie",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Djinni",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "DJINNI VIZIERS",
										"entries": [
											"Djinni viziers prefer to manifest wishes in physical, often gaudy displays, but cut corners in quality. Wished-for gold, for example, might only be gold plated (and still valuable), not solid gold. Djinni viziers add the following to their innate spells: 5th summon giants, tongues."
										]
									},
									"Benevolent genies from the Plane of Air, djinn value art, culture, knowledge, and trade. They also love new experiences, succulent dishes, and heady wines. Of all geniekind, they are most likely to approach humans and other mortals, interacting with them on friendly terms. Still, djinn are proud of their genie heritage and have a tendency to be patronizing toward mortals, a habit that has earned them a reputation for arrogance.",
									"Djinn get along with jann and marids, but they find shaitans too stiff and harbor undying hatred for efreet. Although djinn are formidable combatants, they despise war and prefer to eschew violence in favor of dealing with their opponents using magic or subterfuge (making an exception, of course, when they encounter efreet)."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Shaitan",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Genie_Shaitan.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Genie",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Shaitan",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "SHAITAN PASHAS",
										"entries": [
											"Shaitan pashas fulfill wishes as efficiently as possible. A wish granted might create a temporary reality\u2014a wish for a pet dragon might find the dragon lasts only a day before it vanishes or dies. Shaitan pashas add the following to their innate spells: 8th earthquake; 6th flesh to stone, stoneskin (at will; self only)."
										]
									},
									"Hailing from the Plane of Earth, shaitans are proud and brazen genies. They value physical skill and love bargaining, games of chance, and working with metal and stone. Immense gemstones and veins of precious metal crisscross their home plane, and the industrious shaitans have built a vast mercantile empire from these abundant natural resources."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Efreeti",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Genie_Efreeti.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Genie",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Efreeti",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "EFREETI MALIKS",
										"entries": [
											"Efreeti maliks take pleasure in fulfilling wishes in pedantic ways that cause suffering, regret, or pain. A wisher for a thousand pounds of gemstones might have the gems delivered as a bone-crushing avalanche. Efreeti maliks add the following to their innate spells: 5th fireball (at will); 7th volcanic eruption."
										]
									},
									"The efreet are hateful and merciless genies from the Plane of Fire, where they build metropolises and massive trade centers that draw extraplanar travelers from across the multiverse. They are cruel slavers, vengeful warmongers, and sinister wish-masters; there are many tales of mortals who made pacts with efreet only to have their words twisted to suit a genie's capricious and malevolent whims.",
									"Efreet do not readily treat with other genies; they share an eternal feud with the djinn, disdain marids, regard jann as weaklings unworthy of the genie title, and only occasionally tolerate alliances with shaitans. At 12 feet tall and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen victims with a glance."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Marid",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Genie_Marid.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Genie",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Marid",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "MARID SHAHZADAS",
										"entries": [
											"Marid shahzadas grant wishes in ways that amuse them. They add the following to their innate spells: 5th cone of cold (at will), illusory creature (×2)."
										]
									},
									"Marids are capricious but powerful genies from the Plane of Water; among geniekind, they are rivaled in power only by the fiery efreet. Marids embody the strength of the ocean's waves and currents, but they also have a gentler side, loving performance and art such as dancing, music, and storytelling.",
									"Marids regard efreet with hostility but rarely encounter them in their native environment. They get along with djinn, jann, and shaitans, although the latter consider marids flighty and annoying, associating only long enough to close trade deals. Marid society has strict rules of hospitality, and many marid cities have a magically sealed foreign quarter where marid shahzadas conduct business with air-breathers."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ghost",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ghost",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CUSTOM GHOSTS",
							"entries": [
								"Ghosts work best in adventures when used sparingly. As they are remnants of a past life and retain their intelligence, ghosts can convey long-lost information or serve as a way to inform the PCs of crucial story elements. In this way, a ghost in an adventure can provide a clue or even a complete history of a site or event. Unlike most other undead, ghosts can retain the alignment they had in life, but regardless they should remain tragic and frightening figures in play.",
								{
									"type": "pf2-title",
									"name": "BUILDING GHOSTS"
								},
								"Note that the ghost mage is built from the ground up, rather than by applying the ghost rules to a onceliving creature, so its numbers don't exactly match the values listed above. This is usually the better way to go if you have the time, as it allows you to hand-craft a ghost for the situation."
							]
						},
						"When some mortals die through tragic circumstances or without closure, they can linger on in the world. These anguished souls haunt a locale significant to them in life, constantly trying to right their perceived wrong or wrongdoings.",
						{
							"type": "pf2-h3",
							"name": "Creating a Ghost",
							"entries": [
								"While it's best to create custom ghosts to fill an adventure's specific needs, you can also use the following guidelines to turn existing living creatures into ghosts.",
								"First, increase the creature's level by 2 and change its statistics as follows.",
								{
									"type": "list",
									"items": [
										"Increase AC, saves, Perception, DCs, and skill modifiers by 2. Increase the most appropriate melee attack modifier by 4 to become ghostly hand (described below), and other attack modifiers by 2.",
										"A ghost has a Strength modifier of \u20135 and a Constitution modifier of +0.",
										"Do not modify the ghost's Hit Points due to its new level."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Ghost Abilities",
									"entries": [
										"A ghost gains the incorporeal, spirit, and undead traits. Many become evil. If the base creature has any abilities or traits that come from it being a living, corporeal creature, it loses them. You might also need to adjust some abilities that conflict with the theme of a ghost. All ghosts gain the following abilities.",
										{
											"type": "pf2-options",
											"skipSort": true,
											"noColon": true,
											"items": [
												{
													"type": "item",
													"name": "{@ability Darkvision}",
													"entries": []
												},
												{
													"type": "item",
													"name": "Site Bound",
													"entries": [
														"A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location."
													]
												},
												{
													"type": "item",
													"name": "Negative Healing",
													"entries": []
												},
												{
													"type": "item",
													"name": "Rejuvenation",
													"entries": [
														"({@trait divine}, {@trait necromancy}) When a ghost is destroyed, it re-forms after {@dice 2d4} days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting."
													]
												},
												{
													"type": "item",
													"name": "Immunities",
													"entries": [
														"{@trait death} effects, {@trait disease}, {@condition paralyzed}, {@trait poison}, precision, {@condition unconscious}"
													]
												},
												{
													"type": "item",
													"name": "Resistances",
													"entries": [
														"all damage 5 (except force, {@item ghost touch}, or positive; double resistance to non-magical). This resistance increases to 10 at 9th level and 15 at 16th level."
													]
												},
												{
													"type": "item",
													"name": "Fly Speed",
													"entries": [
														"equal to its Speed"
													]
												},
												{
													"type": "item",
													"name": "Ghostly Hand",
													"entries": [
														"All ghosts have a ghostly hand {@trait unarmed} attack that deals negative damage. It typically has the {@trait agile}, {@trait finesse}, and {@trait magical} traits. Some ghosts wield ghostly memories of weapons they held in life, but the effect is the same."
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-h4",
									"name": "Special Abilities",
									"entries": [
										"Select one or two of the following abilities, or potentially three if the ghost is 9th level or higher. These abilities should relate to the ghost's death or its history. You can also create new abilities or adapt those from monsters or classes to fit the theme. For DCs, use 2 + the DC of the {@table DCs by Level||ghost's level}.",
										{
											"type": "pf2-options",
											"skipSort": true,
											"noColon": true,
											"items": [
												{
													"type": "item",
													"entries": [
														{
															"name": "Corrupting Gaze",
															"source": "B1",
															"type": "ability",
															"style": "compact",
															"page": 166,
															"activity": {
																"number": 2,
																"unit": "action"
															},
															"entries": [
																"The ghost stares at a creature it can see within 30 feet. The target takes {@damage 1d6} negative damage + {@damage 1d6} per 2 levels with a basic Will save. A creature that fails its save is also {@condition stupefied 1} for 1 minute."
															]
														}
													]
												},
												{
													"type": "item",
													"entries": [
														{
															"name": "Draining Touch",
															"source": "B1",
															"type": "ability",
															"style": "compact",
															"page": 166,
															"activity": {
																"number": 2,
																"unit": "action"
															},
															"entries": [
																"With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand {@action Strike} but deals no damage on a hit. Instead, the target becomes {@condition drained 1} for 1 day, and the ghost regains HP equal to half its own level."
															]
														}
													]
												},
												{
													"type": "item",
													"entries": [
														{
															"name": "Frightful Moan",
															"source": "B1",
															"type": "ability",
															"style": "compact",
															"page": 166,
															"traits": [
																"auditory",
																"divine",
																"emotion",
																"enchantment",
																"fear",
																"mental"
															],
															"activity": {
																"number": 2,
																"unit": "action"
															},
															"entries": [
																"The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes {@condition frightened 2} (or {@condition frightened 3} on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute."
															]
														}
													]
												},
												{
													"type": "item",
													"entries": [
														{
															"name": "Inhabit Object",
															"source": "B1",
															"type": "ability",
															"style": "compact",
															"page": 166,
															"activity": {
																"number": 1,
																"unit": "action"
															},
															"entries": [
																"The ghost possesses an object of size Large or smaller within 20 feet, making it an animated object (pages 20\u201321). This animated object's level can be no higher than the ghost's level \u2013 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for {@dice 1d4} rounds."
															]
														}
													]
												},
												{
													"type": "item",
													"entries": [
														{
															"name": "Malevolent Possession",
															"source": "B1",
															"type": "ability",
															"style": "compact",
															"page": 167,
															"activity": {
																"number": 2,
																"unit": "action"
															},
															"entries": [
																"The ghost attempts to possess an adjacent corporeal creature. This has the same effect as the {@spell possession} spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell."
															]
														}
													]
												},
												{
													"type": "item",
													"entries": [
														{
															"name": "Telekinetic Assault",
															"source": "B1",
															"type": "ability",
															"style": "compact",
															"page": 167,
															"activity": {
																"number": 2,
																"unit": "action"
															},
															"traits": [
																"divine",
																"evocation"
															],
															"entries": [
																"The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take {@damage 1d6} bludgeoning damage + {@damage 1d6} per 2 levels, subject to a basic Reflex save."
															]
														}
													]
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Ghost Commoner",
			"source": "B1",
			"_copy": {
				"name": "Ghost",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ghost Commoner",
								"entries": [
									"The ghost commoner is an ordinary person who believes they died unjustly, usually due to foul play or betrayal."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ghost Mage",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ghost_GhostMage.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Ghost",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ghost Mage",
								"entries": [
									"A wizard who died with a major project left undone might become a ghost mage, constantly seeking to finish its task in undeath."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ghoul",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ghoul_Ghoul.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Ghoul Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ghoul",
								"entries": [
									"Ghouls are ravenous undead who haunt graveyards and eat corpses."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ghoul Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ghoul",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "THE FIRST GHOULS",
							"entries": [
								"Legend holds that the first humanoid (an elf, as it so happened) to feed upon the flesh of his brother rose as a ghoul after death, in time embracing his new life and ascending to great power as a demon lord of ghouls, graves, and secrets kept by the dead. That ghouls of humanoids warp and twist to take vaguely elven features, and that elves themselves are immune to ghoul paralysis, are unusual side effects of this ancient source, yet today, ghouls are as likely to worship other vile gods\u2014or simply eschew faith entirely\u2014as they are to honor the first of their kind.",
								{
									"type": "pf2-title",
									"name": "GHOULISH SOCIETY"
								},
								"Ghouls are quite intelligent and, more so than almost any other undead, prone to forming societies and cultures (if vile and repugnant ones centered around flesh eating and acts of depravity) in tangled warrens below boneyards, or even entire cities hidden away in the depths of the Darklands."
							]
						},
						"Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.",
						{
							"type": "pf2-h3",
							"name": "Creating Ghouls",
							"entries": [
								"You can turn a living creature into a ghoul by completing the following steps. When creating a ghast, double these numerical adjustments. The monsters in this section are built from the ground up, so their numbers don't match these guidelines exactly. Custom-building ghouls is recommended if you have time, using the special abilities listed here but creating the other statistics to match what you want the ghoul to be.",
								"First, increase the creature's level by 1 and change its statistics as follows.",
								{
									"type": "list",
									"items": [
										"Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.",
										"Increase its damage with {@action Strike||Strikes} and other offensive abilities by 1. If the creature is limited in how often it can use an ability (such as a breath weapon), increase the damage by 2 instead."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Ghoul Abilities",
									"entries": [
										"A ghoul gains the {@trait undead} and {@trait ghoul} traits, and it usually becomes {@trait evil}. If the base creature has any abilities that come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as {@trait human} and {@trait humanoid}. You might also need to adjust abilities that conflict with the theme of a ghoul. All ghouls gain the following abilities. The save DC for all abilities uses the DC of the {@table DCs by Level||ghoul's level}.",
										{
											"type": "pf2-options",
											"skipSort": true,
											"noColon": true,
											"items": [
												{
													"type": "item",
													"name": "{@ability Darkvision}",
													"entries": []
												},
												{
													"type": "item",
													"name": "Negative Healing",
													"entries": []
												},
												{
													"type": "item",
													"name": "Immunities",
													"entries": [
														"{@trait death} effects, {@trait disease}, {@condition paralyzed}, {@trait poison}, {@condition unconscious}"
													]
												},
												{
													"type": "item",
													"name": "Claws",
													"entries": [
														"If the creature had hands, it gains a claw {@action Strike} (an {@trait agile} {@trait unarmed} attack that deals slashing damage plus {@condition paralysis}). If it had any {@trait agile} attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-{@trait agile} attacks, its claws should deal three-quarters that damage."
													]
												},
												{
													"type": "item",
													"name": "Jaws",
													"entries": [
														"If the creature had a mouth, it gains a jaws {@action Strike} (an {@trait unarmed} attack that deals slashing damage plus ghoul fever and {@condition paralysis}). The damage amount should be the same as the creature's non-agile attacks."
													]
												},
												{
													"type": "item",
													"entries": [
														{
															"type": "ability",
															"style": "compact",
															"name": "Consume Flesh",
															"activity": {
																"unit": "action",
																"number": 1
															},
															"component": [
																"manipulate"
															],
															"requirements": "The ghoul is adjacent to the corpse of a creature that died within the last hour.",
															"entries": [
																"The ghoul devours a chunk of the corpse and regains {@dice 1d6} Hit Points plus {@dice 1d6} for every 2 levels it has. It can regain Hit Points from any given corpse only once."
															]
														}
													]
												},
												{
													"type": "item",
													"entries": [
														"{@b {@disease Ghoul Fever|b1}} ({@trait disease}) {@b Saving Throw} Fortitude; {@b Stage 1} carrier with no ill effect (1 day); {@b Stage 2} {@damage 2d6} negative damage and regains half as many Hit Points from all healing (1 day); {@b Stage 3} as stage 2 (1 day); {@b Stage 4} {@damage 2d6} negative damage and gains no benefit from healing (1 day); {@b Stage 5} as stage 4 (1 day); {@b Stage 6} dead, and rises as a ghoul the next midnight."
													]
												},
												{
													"type": "item",
													"name": "Paralysis",
													"entries": [
														"({@trait incapacitation}, {@trait occult}, {@trait necromancy}) Any living, non-elf creature hit by a ghoul's attack must succeed at a Fortitude save or become {@condition paralyzed}. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save."
													]
												},
												{
													"type": "item",
													"entries": [
														{
															"type": "ability",
															"style": "compact",
															"name": "Swift Leap",
															"activity": {
																"unit": "action",
																"number": 1
															},
															"component": [
																"move"
															],
															"entries": [
																"The ghoul jumps up to half its Speed. This movement doesn't trigger reactions."
															]
														}
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-h4",
									"name": "Ghast Abilities",
									"entries": [
										"A ghast has all the abilities above, plus following additions.",
										{
											"type": "pf2-options",
											"skipSort": true,
											"noColon": true,
											"items": [
												{
													"type": "item",
													"name": "Stench",
													"entries": [
														"({@trait aura}, {@trait olfactory}) 10 feet A creature entering the aura or starting its turn in the aura must succeed at a Fortitude save (use a DC based on the {@table DCs by Level||monster's level}) or become {@condition sickened 1} (plus {@condition slowed 1} as long as it's {@condition sickened} on a critical failure). While within the aura, the creature takes a \u20132 circumstance penalty to saves against {@trait disease} and to recover from the {@condition sickened} condition. A creature that succeeds at its save is temporarily immune for 1 minute."
													]
												},
												{
													"type": "item",
													"name": "Claws and Jaws",
													"entries": [
														"As ghoul, but apply ghast fever instead of ghoul fever."
													]
												},
												{
													"type": "item",
													"name": "Consume Flesh",
													"entries": [
														"{@as 1} As ghoul, but it regains {@dice 1d6} additional Hit Points."
													]
												},
												{
													"type": "item",
													"entries": [
														"{@b {@disease Ghast Fever|b1}} ({@trait disease}) {@b Saving Throw} Fortitude; {@b Stage 1} carrier with no ill effect (1 day); {@b Stage 2} {@damage 3d8} negative damage and regains half as many Hit Points from all healing (1 day); {@b Stage 3} as stage 2 (1 day); {@b Stage 4} {@damage 3d8} negative damage and gains no benefit from healing (1 day); {@b Stage 5} as stage 4 (1 day); {@b Stage 6} dead, and rises as a ghast the next midnight."
													]
												},
												{
													"type": "item",
													"name": "Paralysis",
													"entries": [
														"({@trait incapacitation}, {@trait occult}, {@trait necromancy}) As ghoul, but elves are not immune."
													]
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Ghast",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ghoul_Ghast.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Ghoul Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ghast",
								"entries": [
									"Ghasts\u2014feral, foul-smelling, and constantly hungry\u2014are the more powerful kin of ghouls. They are relentless in the pursuit of their prey."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Hill Giant",
			"source": "B1",
			"_copy": {
				"name": "Giant",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Hill Giant",
								"entries": [
									"Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages the defenseless but is quick to flee from those who are bigger, stronger, or better organized than they are. A hill giant is never above shoving or tricking one of their own kind to slow down their opponent or get the best loot."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Stone Giant",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Giant_StoneGiant.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Giant",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Stone Giant",
								"entries": [
									"Stone giants are stoic, reclusive herders and artists who have a rich history and collection of traditions. They dwell in caves in tall mountains and craggy ranges, where their grayish skin allows them to blend in with their surroundings and go unnoticed by imperceptive adventurers. Those benign travelers who come across a tribe of stone giants need not worry much, however, for stone giants do not actively invite confrontation or strife. They are, by and large, a peaceful people who seek wisdom through exploration of nature and long meditations on the elements of the natural world. Their elders are the wisest of stone giants, and use their charisma and druidic magic to lead their tribes to prosperity and harmony with nature.",
									"A typical stone giant stands 12 feet in height and weighs about 1,500 pounds."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Frost Giant",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Giant_FrostGiant.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Giant",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Frost Giant",
								"entries": [
									"Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who claim an expanse of tundra and defend it at all costs to nomadic hordes that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by those who exhibit the greatest ferocity and prowess in battle\u2014massive brutes who proclaim themselves jarl and demand absolute obedience from their followers. If at any time a frost giant wishes to be a jarl, all they must do is issue a challenge to the current jarl and face off in mortal combat, after which the reigning champion continues leading the clan or the victorious challenger assumes control.",
									"Frost giants live in frostbitten realms, and their appearance is reflective of a people weathered and hardened by relentless snowstorms and freezing temperatures. They often wear metal armor adorned with the furs, skin, teeth, and tusks of slain beasts and heft weapons as long as dining tables. Their flesh ranges from pale blue to shale gray, and their hair is typically a dingy white or dirty yellow color.",
									"A typical frost giant stands about 15 feet tall and weighs approximately 2,800 pounds."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Fire Giant",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Giant_FireGiant.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Giant",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Fire Giant",
								"entries": [
									"The most militaristic of all giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, and finding new ways to dominate their enemies. As a result, their social and political structures are grounded firmly in martial hierarchies, with a strict emphasis on following the orders of one's superior, no matter if you are accountable to a lowly soldier or report to a powerful officer. As soon as a fire giant can walk, they are fitted with their first suit of forged armor. This armor is constantly remolded and replaced as the fire giant matures, both to ensure they are comfortable with steel against their skin and also to teach the giant as early as possible that they bear the burden of fighting to protect their traditions and way of life. To a fire giant, death is the flame in which the future is forged.",
									"Fire giants are usually identified by their powerful stature, bright-orange hair that flickers and dances as if it were aflame, and heavy steel armor worn over garments of crimson, amber, or black. Most fire giants are covered in scars and refuse to conceal or obstruct them, as each jagged mark serves as a reminder of a valuable lesson they learned in battle. A typical fire giant stands 12 to 16 feet tall, weighs about 7,000 pounds, and lives to be 350 years old."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Cloud Giant",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Giant_CloudGiant.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Giant",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Cloud Giant",
								"entries": [
									"The graceful and regal cloud giants have skin of milky white to powdery blue. Unlike most giants, cloud giants are quite morally diverse. A handful are neutral, but of the others, roughly half are good, while the other half are evil. Good cloud giants are often civic-minded builders of roads and settlements, and are interested in trading goods as well as cultural innovations. It's not uncommon for such giants to approach their neighbors with diplomacy and build strong relationships with other peaceful peoples. Conversely, evil cloud giants are often isolationist and xenophobic. Preferring hidden mountain valleys and settlements in the caves and among the crags of lonely peaks, they raid for what they want and treat other creatures like inconsequential insects. These opposing philosophies can generate a great deal of strife among neighboring cloud giant communities, and the raiders often threaten the trade deals of their peaceful cousins.",
									"Legends persist of floating cities ruled by magically gifted cloud giant queens and kings. While most cloud giants plainly state that such claims are pure fantasy, others are mysteriously tight-lipped or evasive about the matter."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Storm Giant",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Giant_StormGiant.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Giant",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Storm Giant",
								"entries": [
									"Storm giants are looming but benevolent stewards of sea and sky, often serving as the natural guardians of tropical islands, coastlines, or rocky archipelagos. Storm giants tend to rapidly shift in mood and behavior, one moment engaging in peaceful negotiation, the next unleashing unbridled ferocity against their foes. In this way, they embody both the fury of a raging tempest and the calm of a hurricane's eye. This can make them valuable allies who race to the aid of those in need, but their allies remain must be alert and mindful of their mood, as the giants can be quick to anger or aggressive when caution is most appropriate.",
									"Most storm giants have complexions akin to the crystal blue of the ocean or the warm violet of a sky touched by the setting sun. Their hair tends to be dark purple, blue, or black, and their eyes often have a silvery sheen. A typical storm giant stands 21 feet tall, weighs 12,000 pounds, and lives to be about 600 years old."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Rune Giant",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Giant_RuneGiant.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Giant",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Rune Giant",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "THE FIRST RUNE GIANTS",
										"entries": [
											"On Golarion, the first rune giants were created by the powerful rulers of the ancient nation of Thassilon, The runelords gifted rune giants their ability to control other giants, using them to command armies of oversized builders and soldiers to create and defend oversized structures."
										]
									},
									"Magically crafted and bred by ancient wizards, rune giants are anathema to and tyrants among their own kind, who were given power to command and magically control other giants. The rune giants themselves served even more powerful masters\u2014potent wizards known as runelords\u2014and in so doing commanded entire armies of giants on behalf of the runelords' empires. In the eons since these empires collapsed, rune giants have persisted as a people of their own, though to the outside world they're little more than fabled horrors whispered of late at night by superstitious giants. Rune giants usually dwell in the most remote and rugged of towering mountain ranges, but they can also be found in immense ruins atop lost islands, glacial valleys, or even more remote or magical regions.",
									"Rune giants' striking charcoal flesh is decorated by dozens of runes, which are potent manifestations of their eldritch powers. Rune giants are towering creatures, averaging at 40 feet in height and weighing 25,000 pounds."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gibbering Mouther",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/GibberingMouther.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Gibbering Mouther",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GIBBERING MOUTHER TREASURE",
							"entries": [
								"While gibbering mouthers have little interest in treasure, they are known to consume their prey's valuables along with the creatures' flesh. Those treasures which are not themselves digestible remain until the gibbering mouther disgorges them or is destroyed.",
								{
									"type": "pf2-title",
									"name": "GIBBERING MOUTHER LOCATIONS"
								},
								"Gibbering mouthers tend to remain underground, favoring subterranean ruins and the lower layers of the Darklands."
							]
						},
						"Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering mouthers are among the strangest creatures found either aboveground or below. Perpetually ravenous, these aberrations are always seeking their next meals, ever eating but never sated. With a nominal intelligence, gibbering mouthers can understand and even speak Aklo, but they do so in an intelligible manner only rarely. Instead, their innumerable mouths constantly jabber and babble in a stream of sound that disrupts the thought patterns of other creatures in the area.",
						"Where, how, and why gibbering mouthers originated are questions without answers. They share certain similarities with the much more powerful shoggoths, leading to theories that the two creatures share an origin; less charitable scholars have suggested that the gibbering mouther is instead a mortal's attempt to create something akin to a shoggoth\u2014though the question of why remains unanswered. Still others believe gibbering mouthers were sent to the world by the gods as a punishment for some forgotten but surely terrible transgression. Gibbering mouthers themselves have little to say on the matter\u2014at least, not in any sort of sense. Scholars have wasted countless hours in attempts to make sense of gibbering mouthers' noises\u2014studies that put researchers into danger and give results that are contradictory and confusing at best.",
						"Whatever their origin, gibbering mouthers range the entirety of Golarion. Sightings have been recorded in dungeons below ancient cities and ruins as well as many regions of the deeper Darklands layers of Sekamina and Orv. They are somewhat less common in the upper region of Nar-Voth, perhaps due to the prevalence of settlements that don't tolerate gibbering mouthers' presence."
					]
				}
			]
		},
		{
			"name": "Gimmerling",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Gimmerling.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Gimmerling",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GIMMERLING TREASURE",
							"entries": [
								"Gimmerlings collect weapons, traps, mechanical novelties, and dangerous magic items. A gimmerling is likely found with tools (like artisan's tools, repair kits, and thieves' tools) and items it can use to appear more vulnerable, such as locks, manacles, and snare kits (which it feigns being trapped by).",
								{
									"type": "pf2-title",
									"name": "GIMMERLING LOCATIONS"
								},
								"Gimmerlings are more common in the First World than on the Material Plane and favor hunting grounds on the verges of dangerous places where they might encounter protective creatures to mislead with their disguises."
							]
						},
						"Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over finding and making unusual traps and sadistic weapons, and their favorite amusement is seeing these traps sprung or the weapons wielded. When on the Material Plane, they are frequently found in urban areas, particularly slums or other parts of town where they can either go unnoticed or be easily forgotten\u2014and have plenty of victims to choose from.",
						"A typical gimmerling disguises itself as an endangered child, doing so in hopes of drawing creatures close enough to rob. The gimmerling puts itself in apparent danger using a trap, construct, or bribed ally, or even a coerced monster like a {@creature redcap|B1|redcaps}.",
						"Because gimmerlings sometimes trade obscure smithing or trapping techniques in exchange for gifts that sate their curiosity, their greed, or their hunger, they have at times been worshipped as minor gods of the forge. Some disciplined gimmerlings work as honored artisans, elite guards, or spies for the demigods known as the Eldest who dwell in the depths of the First World."
					]
				}
			]
		},
		{
			"name": "Gnoll Hunter",
			"source": "B1",
			"_copy": {
				"name": "Gnoll",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Gnoll Hunter",
								"entries": [
									"Gnoll hunters serve their clans by hunting for food in the wilds, marauding along well-traveled roads, and tracking down escaped slaves."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gnoll Cultist",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Gnoll_GnollCultist.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Gnoll",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Gnoll Cultist",
								"entries": [
									"Gnoll cultists serve as their clans' spiritual guides and conduits to the divine. As often as not, their influence drives entire gnoll civilizations to commit atrocious acts of violence and enslavement. Lamashtu and Rovagug are favored deities of gnoll cultists, and many gnolls believe their kind was in fact birthed from the womb of the Mother of Monsters. Some gnoll clans worship lesser-known demon lords or entire pantheons of sinister patrons."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gnoll Sergeant",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Gnoll_GnollSergeant.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Gnoll",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Gnoll Sergeant",
								"entries": [
									"When gnolls band together to form hunting or raiding parties, the strongest among them is often designated the leader or sergeant. These gnolls train extensively in the art of war. Their skill at arms and the respect they command make them powerful adversaries. In smaller clans or single family units, a gnoll sergeant might also serve as the group's leader in other affairs, such as sorting out domestic disputes or negotiating with rival gnoll clans."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Goblin Warrior",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Goblin_GoblinWarrior.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Goblin",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Goblin Warrior",
								"entries": [
									"The frontline fighters of goblin tribes prefer to fight in large groups\u2014especially when they can outnumber their foes at least three to one."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Goblin Commando",
			"source": "B1",
			"_copy": {
				"name": "Goblin",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Goblin Commando",
								"entries": [
									"The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming more glory from their tribe-mates."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Goblin Pyro",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Goblin_GoblinPyro.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Goblin",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Goblin Pyro",
								"entries": [
									"Some goblins take their people's admiration of fire fully into the realm of deadly obsession. These pyromaniacs can be a great boon to a band of goblin raiders eager to torch their enemies and wreak havoc. More often, however, their presence is a double-edged sword; in the heat of the moment, goblin pyros sometimes lose sight of their tribe's goals and simply set fire to anything that will burn\u2014including their own allies."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Goblin War Chanter",
			"source": "B1",
			"_copy": {
				"name": "Goblin",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Goblin War Chanter",
								"entries": [
									"While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are undeniably catchy, though whether they are actually enjoyable is entirely subjective."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Goblin Dog",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/GoblinDog.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Goblin Dog",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GOBLIN DOG STORIES",
							"entries": [
								"Goblins adore their goblin dog pets, and crafting stories about goblin dog antics is a time-honored pursuit among many goblin clans. Goblins often seek to outdo prior stories by increasing the audacity, ridiculousness, and surreality of their tales. Examples of popular goblin dog tales include goblin dogs holding fancy dinners in high society among unwitting humans, goblin dogs tainting dwarven ale in unmentionable ways, and goblins who transform into barghests as a result of a goblin dog bite. This last plot, in particular, has some truth to it, as many credible accounts point to the existence of goblin dog werecreatures in certain goblin tribes."
							]
						},
						"Goblins' eponymous pets aren't true canines at all, but rather large, blunt-nosed rodents with thin bodies and long legs. As cowardly as they are ugly, goblin dogs prefer to lurk behind bushes or in deep shadows, pouncing upon lone or wounded prey. Goblin dogs frequently lair and roam in packs, but they are likely to flee from a fight if injured, even if it means abandoning their pack-mates.",
						"Goblin dogs take their name from their long association with goblins, who breed the beasts as guard animals and mounts. Most goblins take issue with the name, as the average goblin is appalled at the suggestion that these, their favored mounts, have anything at all to do with actual dogs. Of course, being goblins, they haven't bothered to come up with their own, unique name for goblin dogs.",
						"Even the most pampered goblin dogs have itchy mange and prolific dander that tenaciously affects those who come in contact with them. This \"goblin pox\" causes itchy hives and festering sores that are as unsightly as they are irritating and distracting. Goblin dog dander causes allergic reactions in nearly all other creatures that don't share the goblin dogs' terrible hygiene\u2014with the notable exception, of course, of goblins, who remain entirely immune to the disease regardless of cleanliness.",
						"Hunger can drive goblin dogs to bouts of uncharacteristic violence; many goblins purposefully starve their pets to make them more aggressive in battle. Goblin dogs subsist on whatever organic material they can scavenge, and they particularly enjoy fresh carrion. Although goblins are far from picky eaters, they value goblin dogs as pets because the noisome animals will consume food that even goblins won't dare to eat. \"Will it eat?\" is one of several games goblins enjoy playing with their goblin dog pets, where a wide range of mouth-sized morsels (not always edible or safe to consume) are dangled before a goblin dog's snout. \"Will it die?\" is often a game played after \"Will it eat?\" Goblin dogs who survive the second game earn renown for their digestive prowess and often become favored tribal pets treated better than most of the rank-and-file goblins."
					]
				}
			]
		},
		{
			"name": "Gogiteth",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Gogiteth.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Gogiteth",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GREAT GOGITETHS",
							"entries": [
								"As deadly as gogiteths are, rumors persist of even more terrifying threats known as great gogiteths. Said to be nearly a hundred feet across and capable of spawning their own hordes of gogiteths in reaction to being attacked, great gogiteths are also reputed to be unusually intelligent. The rumors claim that great gogiteths are largely content to lurk in their deep, remote caverns and spend the ages dreaming of sadism and violence."
							]
						},
						"A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who witness it. Hives of these skittering monsters haunt the lowest reaches of the Darklands, competing with cave worms and other subterranean horrors for food and resources. A gogiteth is rarely seen alone, as these oversized vermin learned long ago that the best means of survival is sticking close to others of their own kind. Even the haughty drow know to seek cover when a gogiteth is spotted, for where there is one, a swarm is sure to follow.",
						"Gogiteths make a clacking sound as they move about. The joints in their many legs pop and crack with each movement, though they can suppress this sound voluntarily so that they can hunt without giving away their presence. The odd creatures can also make a high-pitched whistling sound that echoes throughout the caverns where they live. Some Darklands natives report that groups of gogiteths sometimes join together in eerie, discordant songs.",
						"Gogiteths' alien anatomies have inspired no shortage of speculative origin stories. Some believe they are the result of a fleshwarping experiment gone horribly wrong. Others think they may be related in some way to the Dominion of the Black\u2014possibly the distant cousins or some strange exile of that alien entity; according to this mythos, once they made their way to this planet, the gogiteths crawled into the depths of the earth, shying away from the blazing sun above.",
						"Gogiteths are a menace to every other denizen of the Darklands. Drow and duergars in gogiteth-infested regions of Sekamina or Orv frequently organize hunting parties to eradicate the terrors, even calling for temporary truces with unlikely allies in times when a gogiteth presence must be addressed. Since even an average gogiteth hive can host up to two dozen of the horrors, missions to eradicate them when they become established are dangerous quests indeed."
					]
				}
			]
		},
		{
			"name": "Flesh Golem",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Golem_FleshGolem.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Golem",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Flesh Golem",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "FLESH GOLEMS",
										"entries": [
											"Few buyers want anything to do with the remains of a destroyed flesh golem. An adventurer's best bet for profiting off of a flesh golem body is to disassemble it piece by piece, extract the few contraptions of steel and copper meant to harness electricity, and sell the parts to tinkerers who ask few questions."
										]
									},
									"Made of odd scraps of skin and muscle, a flesh golem is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories and charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first flesh golem is believed to have been a misguided attempt to create from simple base elements, these monstrosities are far from human. In isolated cases, echoes of a personality might rise in a flesh golem if the brain used as part of its construction belonged to a particularly powerful personality, but such tragic instances are (thankfully) rare in the extreme."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Alchemical Golem",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Golem_AlchemicalGolem.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Golem",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Alchemical Golem",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "ALCHEMICAL GOLEMS",
										"entries": [
											"When an alchemical golem is defeated or disabled, if any of its first four alchemical chambers (1\u20134) remain intact, the chamber can be salvaged and used as a lesser alchemical bomb of the corresponding type: acid flask, frost vial, bottled lightning, or alchemist's fire, respectively."
										]
									},
									"This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Clay Golem",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Golem_ClayGolem.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Golem",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Clay Golem",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "CLAY GOLEMS",
										"entries": [
											"The remains of clay golems are worth more to archaeologists and scholars than to merchants. The magnificent treasures often guarded by these ancient wardens, however, are another matter entirely."
										]
									},
									"Traditionally, clay golems are crafted in the image of a deity and used as guardians of tombs or sacred crypts. Clay golems have the power to lay curses upon their victims as punishment for intrusion, leading many to believe that these oft-ancient constructs have a touch of the divine to them. While this idea has little basis in reality, superstitious folk still tread lightly around statues that resemble clay golems even in the slightest.",
									"The animating force within a clay golem is unusually unstable, making the golem prone to entering a berserk frenzy when damaged. Entire treasuries have been totally ruined as a result of a rampaging clay golem, so crafters do well to make sure their golems are maintained and in good working order\u2014or otherwise place them on the other side of the door from the treasures they wish to protect."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Stone Golem",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Golem_StoneGolem.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Golem",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Stone Golem",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "STONE GOLEMS",
										"entries": [
											"Depending on the material from which it is made and the care that went into crafting it, a destroyed stone golem may be worth as much as an immaculately sculpted marble pillar or as little as a pile of rubble."
										]
									},
									"Stone golems are slow and steady constructs typically carved from marble or granite. They're often made to serve as works of art when at rest, so some golem crafters employ master sculptors to ensure the constructs make beautiful statues. Older stone golems might be weathered, with scuffed or cracked surfaces or missing noses and digits, but this weathering is largely cosmetic and doesn't adversely impact the golems' functionality.",
									"Tales tell of particularly immense stone golems residing in certain ancient ruins. Survivors from time-lost civilizations bent on carrying out orders from long-gone masters, these immense stone golems are much more powerful than most stone golems. They are always level 15 or higher and never smaller than Huge in size\u2014most are Gargantuan. Because their size is so great and the structures they dwell in so dilapidated, the awakening of such a stone golem can cause surrounding structures to collapse, ancient foundations to buckle, and ceilings to come crashing down on foes. In addition to the statistics here, these massive stone golems attack with wide, sweeping strikes capable of knocking down multiple targets at once."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Iron Golem",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Golem_IronGolem.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Golem",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Iron Golem",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "IRON GOLEMS",
										"entries": [
											"An iron golem can be melted down for scrap or traded to fire giants for repurposing into armor for a Large creature."
										]
									},
									"Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don't rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren't destroyed by meddlesome adventurers. In addition to their incredible strength, iron golems possess a potent toxic breath weapon that is often more than enough to dispatch entire groups of opponents."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Adamantine Golem",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Golem_AdamantineGolem.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Golem",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Adamantine Golem",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "ADAMANTINE GOLEMS",
										"entries": [
											"The incredible amount of adamantine necessary to create a single adamantine golem is worth more than many nations' treasuries. The powerful heart of an adamantine golem can be turned into a legendary forge for blacksmithing."
										]
									},
									"Crafted from a nigh-indestructible metal of great rarity, adamantine golems can't be destroyed except by the most powerful foes. {@action Craft||Crafting} an adamantine golem requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Mitflit",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Gremlin_Mitflit.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Gremlin",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Mitflit",
								"entries": [
									"Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other such creatures to serve as faithful allies. Mitflits have lost most of their ancestral gremlin magic, leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship in the other base creatures of the world, and forge bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within mitflits' personalities, and they rarely rebel or rail out unless their rage hits a breaking point."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Pugwampi",
			"source": "B1",
			"_copy": {
				"name": "Gremlin",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Pugwampi",
								"entries": [
									"Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures\u2014something that happens often due to the supernatural aura of ill fortune these gremlins project. They enjoy preparing pranks involving spikes, excrement, pits full of spiders, and the like. Pugwampis are somewhat deaf and thus often yell loudly to each other when not hiding. Many pugwampis worship gnolls as gods and aspire to be more like gnolls, although gnolls hate pugwampis even more than most creatures do, due to their sycophantic fawning."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Jinkin",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Gremlin_Jinkin.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Gremlin",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Jinkin",
								"entries": [
									"Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites, since victims who survive the fall face a slow death from starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease, and torment."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Griffon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Griffon.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Griffon",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "THE FIRST GRIFFONS",
							"entries": [
								"The combination of two symbolic and recognizable predators of the land and air (the lion and the eagle) is the result of devout prayer among ancient cultures to an equally ancient deity\u2014a now long-dead god named Curchanus, who once held domain over the beasts of the world. These first griffons were believed to be much more intelligent and guardians of the faith, but when Curchanus was slain by Lamashtu, the surviving griffons regressed to little more than beasts."
							]
						},
						"Griffons are regal beasts revered as symbols of freedom and strength in many cultures. They are physically striking, with the hindquarters of a lion and the head, wings, and forelimbs of a great bird of prey\u2014typically an eagle, but some instead bear the features of a hawk, falcon, or even osprey or vulture. In rare cases, the griffon's hindquarters may resemble those of a different great cat, such as a leopard or tiger. The variations seem to conform to the environment in which the griffon lives\u2014for instance, the especially rare griffons of northern Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy owl\u2014though this is not always the case. Some griffons lack wings altogether. These wingless griffons, known as alces, result from a rare mutation. Among a clutch of other griffons, the alce is typically considered the runt, so few of these offshoots survive their fledgling stage. Those alces that do make it to adulthood tend to be tougher, more violent, and more aloof than most griffons.",
						"Wild griffons rely on their powerful wings to hold them aloft and their keen eyesight to spy out prey. The speed with which they plunge toward the ground and grab up their victims is shocking. They may tear open victim's flesh with their razor-sharp beaks, but usually just take their prey to a high, secluded location where they can enjoy their feast without interruptions. On the ground, they take cover and leap out to ambush prey, then fly off with their prize. The exception to this is when a griffon is hunting to feed its offspring, in which case it will almost never purposefully bring a living creature back to its nest for fear of endangering its chicks.",
						"Skilled animal trainers long ago learned how to raise griffons as mounts for military forces or powerful individuals. Such mounts are known for their strength, bravery, and unfailing loyalty. They are among the smartest of animals and possess a wisdom not normally afforded most animals; it is thought that a griffon chooses its rider as much as a rider chooses 4040134 the griffon. The process of training a griffon to accept and carry a rider in flight is a long and expensive ordeal. Griffon trainers charge rich sums for their services, and a ruler who can boast of owning a stable of griffons is the subject of great respect and envy."
					]
				}
			]
		},
		{
			"name": "Grikkitog",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Grikkitog.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Grikkitog",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GRIKKITOG ORIGINS",
							"entries": [
								"Grikkitogs are the subject of countless scary stories told among denizens of the Plane of Earth, many of which speculate upon their origin. Some who remember the wars between the elemental lords believe the first grikkitog was an experiment created to serve as a weapon for Ayrzul, the evil Fossilized King of the Elemental Plane of Earth, but its hunger and power was so great that it escaped containment, infested an earth elemental warden, and began to spread throughout the plane."
							]
						},
						"Grikkitogs, also known as \"hungry earth,\" are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger. A young grikkitog is a formless apparition until it corrupts an earth elemental host, forming the grikkitog's core. A grikkitog can then infest the earth and stone nearby with its voracious essence, forming maws and eyes all around it. These creatures are particularly dangerous to small creatures that lair within gaps and holes among rocks, as well as mountain climbers searching for the perfect handhold."
					]
				}
			]
		},
		{
			"name": "Grim Reaper",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/GrimReaper.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Grim Reaper",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DEAD MAN'S HAND",
							"entries": [
								"Decks of cards are a traditional method used to tell a person's fortune, but legends hold that certain cards or combinations of unfortunate draws can attract the attention of the grim reaper. Specialized fortune-telling decks, such as the Harrow, might not feature the visage of the grim reaper directly, but to the paranoid, death could lurk in any unfortunate hand of cards.",
								{
									"type": "pf2-title",
									"name": "GRIM REAPER TREASURE"
								},
								"The grim reaper keeps no treasure, but sometimes lesser deaths hang on to strange keepsakes from those whom they have slain\u2014especially in cases where a lesser death has set its unholy sight on an extended family or faction."
							]
						},
						"The Grim Reaper is the unflinching personification of death. Silent as the grave and as inevitable as time itself, this legendary being hunts down and finishes creatures that have evaded death for far too long. Sometimes the Grim Reaper comes without warning, while at others it comes to finish the work that other creatures could not. The Grim Reaper serves no god, fiend, or aeon. It is both despised and feared by psychopomps and celestials, but few\u2014if any\u2014dare to stand in its way. Like some eternal plague, it kills those who try to cure the multiverse of its presence. It stands alone and holds only its own council, and the pleading and reasoning of mortals and immortals alike fall on deaf ears once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal ears and inscrutable to the mortal mind, but no matter the reason, the result is unyielding and final.",
						"While some legends hold that the Grim Reaper appears before everyone as they die, the truth is quite a bit more disturbing. Such vigils in fact lie within the providence of the psychopomps, a race of immortals charged with the protection and guidance of mortal souls through the afterlife. The Grim Reaper has little interest in protecting souls or guiding them. It is instead compelled by sinister agendas arising within the nighted realm of Abaddon, where the Horsemen of the Apocalypse rule. Indeed there are many similarities in shape and form between the Grim Reaper and Charon, the Horseman of Death, but no recorded instance exists of these two powerful entities working together. Instead, the Grim Reaper serves as something of a manifestation of Abaddon itself, and in this regard is believed by some to be an incarnation of the mysterious First Horseman. When the Grim Reaper comes to a world, it does so not as an angel of mercy, but as a relentless harvester of life. Those who fall to the Grim Reaper were not destined to die as much as they were selected, hunted, and murdered.",
						"Perhaps the most frightening legends surrounding the Grim Reaper concern its nature as a singular entity, for some believe that more than one grim reaper exists in the Great Beyond. These whispers tell of a cabal of at least nine of these creatures that stalk reality, culling the living as inexplicable servants of true entropy. According to the teaching of some death cults, the final goal of the Grim Reaper is to end the entire cycle of life and death and serve as a silent lord of an empty universe."
					]
				}
			]
		},
		{
			"name": "Lesser Death",
			"source": "B1",
			"_copy": {
				"name": "Grim Reaper",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lesser Death",
								"entries": [
									"No one is quite sure what lesser deaths are, though some claim that they are avatars of the grim reaper. Unlike that strange hunter, however, lesser deaths hunt in packs on rare occasions. More often than not, they manifest from cursed magic items. Other times, they are just the enactors of death, hunting in the same way the grim reaper does\u2014silently, with neither remorse nor quarter. Rarely, multiple lesser deaths work together to cull a large population, their scythes cutting through crowds and leaving entire cities devoid of life, inspiring (hopefully) false rumors of multiple grim reapers."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gug",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Gug.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Gug",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ELDRITCH GODS",
							"entries": [
								"Gugs don't traditionally make religion and faith a key part of their society, but gug cities always feature prominent temples to obscure gods whose faith has passed from view on most mortal worlds. Most gugs certainly know of entities such as Azathoth, Nyarlathotep, and Yog-Sothoth, but even among gugs, these Outer Gods are more feared and respected than prayed to."
							]
						},
						"A gug's most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its eyes on either side of its head-jaw are small but keen. Bony ridges protect its eyes from the frantic flailing of its prey, as it prefers meals of raw and writhing meat over fungi and molds. It grips said prey with powerful arms that split at the elbow into a pair of forearms, giving it four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with blood and gore.",
						"Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As they possess voracious appetites, most gugs consume the creatures they catch, but some instead kidnap their victims and retreat below the surface, leaving only a lingering stench and odd, clawed paw-prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs' wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of titanic blocks of stone far underground, where powerful gug leaders preach their vile doctrines to mobs of howling gugs. Gugs have a strange relationship with ghouls, which seems to date from their shared origin in a distant subterranean world. Gugs live in fear of ghouls, despite towering over them; however, this strange fear doesn't apply to ghasts, whom gugs consume as voraciously as they do other creatures.",
						"Gugs stand 16 feet tall and weigh 2,000 pounds, although they have an eerie, graceful gait that belies their immense size. Their light step and ability to squeeze through very small crannies makes gugs common bogeymen in tales of strange disappearances or bloody massacres.",
						"Some particularly bloodthirsty gugs gain awful powers as gifts from their eldritch patrons. These monsters are known as savants, are never less than 12th level in power, and gain several occult innate spells. Though each savant's precise mix of spells varies, normally, these spells grant invisibility, offer power to manipulate and change rock, or invoke awful and destructive energies upon living flesh."
					]
				}
			]
		},
		{
			"name": "Guthallath",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Guthallath.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Guthallath",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GUTHALLATH SLUMBER",
							"entries": [
								"Entire civilizations have been swept off the face of Golarion due to the devastating rampage of a guthallath. But there is a light at the end of the tunnel, for after some time the guthallath ends its massacre in a swift yet seemingly random way. The colossus then finds a remote location deep in the wilderness, where it buries itself, entering a deep slumber for years\u2014if not centuries\u2014before awakening and beginning the destructive cycle once more."
							]
						},
						"A guthallath is an enormous construct created long ago by some unknown empire, probably as a war machine. Nearly 100 feet tall, this massive stone statue typically resembles a stalwart warrior wearing only a loincloth and skullcap. Few have seen the entire body of a guthallath, though; most of the time such a relic is buried up to its neck, covered in moss and stranded in some forgotten place. Yet, every so often, one of these harbingers of destruction reactivates in response to some unknown stimulus or rallying call, and when this happens, woe be unto any who stand in its way.",
						"While the guthallath's ancient enemies are gone, it is an engine of pure destruction, designed to rampage for weeks or even months. While not intelligent enough to enjoy or regret its acts, the guthallath cannot be reasoned with\u2014it is unaffected by most magic, and is unpredictable in how it selects its targets (and creatures it spares)."
					]
				}
			]
		},
		{
			"name": "Sea Hag",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Hag_SeaHag.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Hag",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Sea Hag",
								"entries": [
									"Sea hags kill and eat fishers and sailors who come near their lairs, torment coastal dwellers with dark promises and vague threats, and enjoy the act of causing distress and discord in small towns. They generally avoid making their lairs too close to civilization, however, to avoid drawing enemies to their homes. Sea hags are known for tempting desperate victims into tragic and inescapable bargains, deals which the hag has already secretly stacked in her favor. Despite their voracious appetites, sea hags appear hideously emaciated, and unlike more powerful hags, they lack the ability to magically disguise their form.",
									"Sea hags can join covens, but their aquatic nature often prevents them from joining mixed covens with other kinds of hags."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Green Hag",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Hag_GreenHag.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Hag",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Green Hag",
								"entries": [
									"Green hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds and morals of their victims. Green hags create imaginative schemes to utterly ruin anyone who crosses them, as well as good or righteous folk whose very existence insults the hag's twisted sensibilities. The complicated scandals perpetuated by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Annis Hag",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Hag_AnnisHag.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Hag",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Annis Hag",
								"entries": [
									"Annis hags are brutal torturers and murderers, delighting in the musical screams and tasty flesh of young creatures and those who are pure of heart. Annis hags are the most direct of all hags, engaging in physical combat and using their change shape ability to hunt rather than to infiltrate and betray humanoids. But an Annis hag takes a grisly trophy from each kill and uses it to sow discord, sending the trophy to one of her victim's loved ones in a way that implicates another family member in the murder. Also known as iron hags, annis hags have iron-like yet flexible flesh that resists edged weapons, and their own touch is the same cold iron that burns the flesh of other hags. This allows them to bully their way to the leadership of hag covens."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Night Hag",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Hag_NightHag.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Hag",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Night Hag",
								"entries": [
									"Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as heartstones. They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim's will and ability to resist, until their soul is forfeit.",
									"A night hag is a canny mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a night hag finds it easy to travel the Ethereal Plane and prey upon helpless souls that can't fight back, these souls are also the least desirable to the evil outsiders the night hag bargains with, and so a night hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are nightmares, with whom they share a special bond. Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Harpy",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Harpy.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Harpy",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "HARPY EXILES",
							"entries": [
								"Most harpies are cruel and sadistic, but now and then a harpy manages to escape from its family and becomes exposed to the wider world. Eyes opened, these harpy exiles are almost always more mild-mannered, cleanly, and open to non-combat interactions."
							]
						},
						"Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating songs to lure creatures in, then murder them while they stand transfixed. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient prey\u2014humans and elves are their favorite. Although harpies will eat goblins if sufficiently hungry, they dislike their flavor and avoid eating them if possible. This doesn't comfort goblins, of course, who have a particularly strong fear of harpies. Because their aeries often reek with the gore of their kills and careless spatters of guano, harpies carry a distinctly vile scent that canny travelers associate with danger. Harpies who roost close to civilization make better efforts to keep clean, though these efforts have mixed results.",
						"Harpies live in family groups or larger clans. They are lightweight despite their size, standing 5 feet tall and weighing only around 90 pounds. While most use relatively simple weapons, some harpies take pride in learning and mastering the use of more complex tools of war such as swords and slings. Those who master the use of the bow, in particular, are often regarded as heroes among their kind and terrors among their victims."
					]
				}
			]
		},
		{
			"name": "Hell Hound",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/HellHound_HellHound.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Hell Hound Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Hell Hound",
								"entries": [
									"A hell hound's appearance dismisses any doubts as to its infernal origins\u2014flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud of ever-burning hellfire are all trademark features."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Nessian Warhound",
			"source": "B1",
			"_copy": {
				"name": "Hell Hound Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Nessian Warhound",
								"entries": [
									"Believed to be bred by the Prince of Darkness himself within vast kennels in the infernal realm of Nessus, Nessian warhounds are the favored guards and hunting hounds of powerful fiends and, rarely, those mortals who worship them and have earned their favor."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Hobgoblin Soldier",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Hobgoblin_HobgoblinSoldier.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Hobgoblin",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Hobgoblin Soldier",
								"entries": [
									"Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Hobgoblin Archer",
			"source": "B1",
			"_copy": {
				"name": "Hobgoblin",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Hobgoblin Archer",
								"entries": [
									"Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band's captain."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Hobgoblin General",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Hobgoblin_HobgoblinGeneral.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Hobgoblin",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Hobgoblin General",
								"entries": [
									"Hobgoblin generals serve as leaders of entire armies and rulers of hobgoblin settlements. A general does not permit the luxuries of rule to soften them. They lead their forces on the field of battle and view this opportunity to excel in a fight at the head of an army as the true reward for a life spent honing one's skills in battle."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Homunculus",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Homunculus.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Homunculus",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SOULBOUND HOMUNCULI",
							"entries": [
								"Most homunculi use a dose of their creator's blood as their spark of life, but it's possible to use a technique similar to that used in the crafting of a soulbound doll (page 306) to give a homunculus a personality and the semblance of life. These homunculi gain the soulbound trait, can speak, and do not have a special link to a creator, yet the process tends to warp the soul used so that, more often than not, what rises in the new homunculus body is a parody of its prior life. As such, soulbound homunculi are generally created by cruel spellcasters as a method of humiliating and tormenting vanquished enemies."
							]
						},
						"A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to study the art of creating constructs, she often crafts a homunculus first, since the creation process is simple and inexpensive due to a magical shortcut: the use of the creator's own blood. This forges a link between the homunculus and its master, causing the homunculus to gain a spark of the creator's intellect, as well as the same moral values and some of the creator's basic personality traits. Homunculi left to their own devices never stray far from their masters.",
						"In most cases, a homunculus doesn't survive the death of its master for long. Deprived of its creator, a homunculus loses focus and grows increasingly self-destructive, and some even end up battering themselves to destruction. Rarely, a homunculus with a slain master survives the trauma with its mind intact, often seeing itself as its deceased creator's child or successor and attempting to further its creator's legacy as best it can. In such cases, and if the homunculus was in close proximity to its master upon that creature's death, a portion of the dead master's soul \"infects\" the surviving homunculus as it passes on to the afterlife. This doesn't result in a truly soulbound homunculus (see sidebar), since only a fragment of the soul is left behind, but this is still enough to grant the homunculus a greater personality, free will of its own, and perhaps most importantly, the ability to speak. Over time, a few of these \"awakened\" homunculi even go so far as to become convinced that they are the reincarnation of their prior masters, although their actual personalities never quite reach the depth and complexity of a truly living creature. They are, at best, caricatures of the master, and at worst they become awful, bitter-minded parodies of life itself. Still, a free-willed homunculus might pursue studies in its creator's class, becoming a unique creature with the abilities of that class if time and fortune permit. Homunculi are created from a mixture of clay, ash, mandrake root, spring water, and a pint of the creator's own blood. It is possible for a separate donor to provide the blood, but the process is more difficult."
					]
				}
			]
		},
		{
			"name": "Riding Pony",
			"source": "B1",
			"_copy": {
				"name": "Horse",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Riding Pony",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Riding Horse",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Horse_RidingHorse.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Horse",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Riding Horse",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "War Pony",
			"source": "B1",
			"_copy": {
				"name": "Horse",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "War Pony",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "War Horse",
			"source": "B1",
			"_copy": {
				"name": "Horse",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "War Horse",
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Hydra",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Hydra.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Hydra",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "VARIANT HYDRAS",
							"entries": [
								"Scholars of bestial lore can describe several hydra variations. Though rare, hydras with more than five heads live in very isolated areas, sometimes guarding incredibly powerful artifacts. Explorers who have visited colder swamps and frozen glaciers tell tales of hydras with blue-tinged scales that are immune to the cold and can exhale clouds of icy death. Similar stories describe fiery hydras that breathe gouts of flame and swim in the molten lava of active volcanoes."
							]
						},
						"Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities."
					]
				}
			]
		},
		{
			"name": "Hyena",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Hyena_Hyena.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Hyena Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Hyena",
								"entries": [
									"Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. Though all hyenas are often maligned as cowardly carrion eaters, their tactics depend on their specific breed: spotted hyenas are active pack hunters that kill most of their prey themselves, while striped and brown hyenas are more likely to be scavengers. Their jaws are exceptionally powerful, allowing hyenas to seize a victim and pull it to the rest of the pack."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Hyaenodon",
			"source": "B1",
			"_copy": {
				"name": "Hyena Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Hyaenodon",
								"entries": [
									"Hyaenodons are the ferocious primeval cousins of the smaller hyena. Looming, shaggy-furred creatures nearly the size of a horse, hyaenodons are truly formidable predators to be reckoned with, due both to their size and to their bone-crushing jaws. Gnoll clans find these creatures particularly useful as mounts and guardians."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Kobold Warrior",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Kobold_KoboldWarrior.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Kobold",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Kobold Warrior",
								"entries": [
									"The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing 4040152 sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don't, as a group, outnumber their enemies at least two to one."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Kobold Scout",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Kobold_KoboldScout.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Kobold",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Kobold Scout",
								"entries": [
									"Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Kobold Dragon Mage",
			"source": "B1",
			"_copy": {
				"name": "Kobold",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Kobold Dragon Mage",
								"entries": [
									"Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Kraken",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Kraken.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Kraken",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "KRAKEN TREASURE",
							"entries": [
								"A kraken's hoard includes the plunder of ships lost at sea and the wealth of sunken cities. Virtually anything could be found in a kraken lair, but they especially covet scrolls, spell books, and other tomes of ancient lore, as well as gemstones and rarefied raw materials found only in the ocean depths.",
								{
									"type": "pf2-title",
									"name": "KRAKEN LOCATIONS"
								},
								"A kraken dwells in deep ocean trenches, sunken cities, or caves and reefs near hydrothermal vents. It seeks food near the surface, however, where it can prey on seagoing vessels."
							]
						},
						"A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for their rivals, the alghollthus, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore for long-lost arcane secrets."
					]
				}
			]
		},
		{
			"name": "Krooth",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Krooth.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h3",
					"name": "Krooth",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "KROOTH GUTS",
							"entries": [
								"While krooth lairs can contain valuables in the form of gear and magic items found on dead adventurers, the strange enzymes and other chemicals found in the internal organs of male krooths, particularly the liver, pancreas, and kidneys, are of great value to alchemists who seek to concoct elixirs and potions with transmutation effects. A single male krooth's organs, properly harvested and preserved, can be sold to an interested alchemist."
							]
						},
						"Krooths, sometimes called crocodile eaters, are fast and vicious hunters of bogs and wetlands. While they are known to hunt and eat crocodiles, alligators, and virtually any creature with flesh, their favorite prey are lizardfolk, boggards, and dinosaurs.",
						"Krooths are found alone or in packs. Male krooths are solitary and territorial creatures\u2014fierce, bold, and bloodthirsty. Female krooths, on the other hand, are likely to shy away from potential predators but swiftly turn violent when their brood is threatened. Because their offspring are so vulnerable, female krooths gather in packs to raise their young, sending smaller groups to hunt for food while the rest of the pack watches the brood. Krooths mate only once every 4 or 5 years, and the mating process is a curiously gruesome spectacle. An entire pack of females will hunt as a group for a lone male krooth, claiming their prize in an orgiastic frenzy that can last for an entire day and night. After the mating has finished, the females slay their mate and devour his nutrient-rich flesh, and his organs in particular. These organs contain a unique chemical compound vital to gestation. Many naturalists will pay handsomely for the fresh remains of a male krooth so they can study the strange properties of the creature's blood and organs. In addition, krooths have poisonous, hollow teeth. When these creatures bite their prey, a tooth breaks off and causes the victim to bleed profusely as their blood pours through the hollow tooth.",
						"Whether male or female, krooths seem to be repelled by goblinoid flesh, especially that of bugbears. This doesn't mean krooths won't kill goblinoids, especially those threatening their young, but they typically do so using only their claws and tails, and they take great care to clean themselves thoroughly after such a killing."
					]
				}
			]
		},
		{
			"name": "Lamia",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Lamia_Lamia.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Lamia Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lamia",
								"entries": [
									"Just as they were cursed long ago, lamias can curse those they touch, clouding the mind and regressing conscious thought to purely animalistic instincts. Creatures affected by this curse grow reckless, becoming unaware of the consequences of their own actions and unable to think clearly. This makes the hapless victim all the more susceptible to the lamia's cunning illusions and insidious charms. The lamia's animalistic nature and the effect of their cursed touch has led some scholars to theorize that the original lamias must have, millennia ago, turned away from their own reason and intellect and embraced the life of simple beasts. Whether this change was rewarded as a monstrous gift from Lamashtu or inflicted as a curse for abandoning their responsibilities by Pharasma remains the subject of debate to this day.",
									"Whatever the source of this ancient transformation, lamias themselves have grown to enjoy the strengths it has granted them. Regardless, they continue to cling to a hatred of the gods, seeing them as the cause of their monstrous forms and, thus, their eternal exile from the societies they watch with jealous eyes from their lairs amid the ruins of lost civilizations. Because lamias blame divine powers for their curse, they take special delight in the downfall of temples, the suffering and death of champions and clerics, and the spread of dissension within organized religions.",
									"While they can briefly assume humanoid form with magic, lamias are usually forced to hide from civilization, making their homes in the barren wilderness. There, they attract cults of their own, gathering up chaotic and evil humanoids. With the help of these cultists, lamias strive to bring down popular faiths, introduce schisms into flourishing churches, and humiliate or defame high-profile religious leaders. Most lamias themselves have no true religious faith in anything, hearing instead a mystical calling that manifests as sighs on the desert wind or murmurs from the dark places between the stars.",
									"Lamias are traditionally matriarchal, revering the eldest female among them as leader, mother, and shaman."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Lamia Matriarch",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Lamia_LamiaMatriarch.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Lamia Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lamia Matriarch",
								"entries": [
									"The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their kind. Consequently, the become rulers of other lamia. For all their cruelty toward other creatures, they're fierce protectors of other lamia, and consequently they quickly come to rule cults or warbands. Regardless of the lamia's gender, these ascended lamias are always known as matriarchs. Rather than leonine limbs, a lamia matriarch's lower body is formed in the winding coils of a giant snake. They're also set apart by the occult power they pursue, and some have even have grand designs to break the animalistic curse that transformed them. However, every attempt so far has led to the matriarch's fall."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Leaf Leshy",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Leshy_LeafLeshy.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Leshy",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Leaf Leshy",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "ASSOCIATED MONSTERS",
										"entries": [
											"Because of their relative frailty, leaf leshys frequently act as liaisons and call upon more powerful forest guardians when their domains are threatened. Nymphs, sprites, and other goodly fey may respond to the call of a leaf leshy, as do arboreals and other plant creatures."
										]
									},
									"Leaf leshys are diminutive protectors of forests clad in pine cone armor and hats of fruit, flowers, or leaves. They enjoy mock battles but act cautiously in real ones."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gourd Leshy",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Leshy_GourdLeshy.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Leshy",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Gourd Leshy",
								"entries": [
									"Gourd leshys are guardians of fields, gardens, and farms. Many villages benefit from the protection of a gourd leshy, even if they are unaware of it."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Fungus Leshy",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Leshy_FungusLeshy.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Leshy",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Fungus Leshy",
								"entries": [
									"Fungus leshys guard caves, bogs, and damp, dark places. Their fungus gardens are bizarre by most standards, but fungus leshys are extremely proud of their works."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Lich Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Lich",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "Lich Crafting",
							"entries": [
								"Liches spend a good deal of their downtime crafting magic items. In particular, a lich will create items that help it defeat and overcome known problems. This fact can prove especially dangerous if the PCs encounter a lich but fail to destroy its phylactery, for the next time they encounter the lich, it will likely have just the right tools to overcome their defenses.",
								{
									"type": "pf2-title",
									"name": "LICH TREASURE"
								},
								"The lair of a lich is usually filled with several magical treasures, particularly items that the undead can use based on its spellcasting abilities. Scrolls, wands, and staves are quite common, as are books of lore and tomes containing entirely new spells.",
								{
									"type": "pf2-title",
									"name": "UNIQUE LICHDOM"
								},
								"The exact ritual, ingredients for deadly concoctions, and magical conditions required to become a lich are unique and different for every living creature. Understanding a spellcaster's path to lichdom can help, but is no guarantee of success for others.",
								{
									"type": "pf2-title",
									"name": "ASSOCIATED MONSTERS"
								},
								"Undead minions are very common companions for a lich or demilich. Liches prefer mindless undead, that do what they're told and don't interrupt the lich's studies with useless conversation. Liches with a knack for crafting are also fond of surrounding themselves with construct servitors and guardians, such as golems."
							]
						},
						"To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the creation of a special container called a phylactery, a spellcaster takes the final step by imbibing a deadly concoction or casting dreadful incantations that transform them into a lich. While most undertake this drastic plan to continue their work or fulfill some long-term plan, others become liches because they fear death or to fulfill some malevolent purpose, such as long-sworn revenge. Regardless, the result is permanent and carries with it the potential to alter history\u2014both that of those who transform themselves and of the countless mortals that will inevitably suffer as a result of a lich's new power.",
						"After its metamorphosis, a lich often finds some quiet place to dwell, typically protected by a variety of guardians and traps, for two primary purposes. First, a lich requires solitude in order to plan its elaborate schemes, and second, few mortals (if any) deign to interact with these legendarily corrupt necromancers. One reason begets the other, as the self-imposed isolation of a lich often drives the lich insane, further solidifying its separation from civilization. The longer a lich lives, the more meticulous a planner it becomes, secreting itself within a labyrinth of deadly puzzles, misdirection, and monsters. A lich's servants and guardians are absolutely loyal, either due to their nature (such as constructs or other undead) or as a result of compulsion using powerful magic. Many liches go mad, in time, and the nature of a lich's lair is a good indicator of the undead's current mental state.",
						"For all the protections it arrays around itself, a lich will go to greater lengths to guard its phylactery, as it knows that the destruction of this magical container spells doom for the lich. A lich is notoriously difficult to bargain with, though the threat of damaging its phylactery is a sure way to gain the upper hand in such a negotiation.",
						{
							"type": "pf2-h3",
							"name": "Creating a Lich",
							"entries": [
								"A lich can be any type of spellcaster, as long as it has the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells). To create a lich, follow these steps.",
								"Increase the spellcaster's level by 1 and change its statistics as follows.",
								{
									"type": "list",
									"items": [
										"Increase spell DCs and spell attack roll by 2."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Lich Abilities",
									"entries": [
										"A lich gains the undead trait and becomes evil. Liches lose all abilities that come from being a living creature.",
										"A lich gains the following abilities.",
										{
											"type": "pf2-options",
											"skipSort": true,
											"noColon": true,
											"items": [
												{
													"type": "item",
													"name": "{@ability Darkvision}",
													"entries": []
												},
												{
													"type": "item",
													"name": "Saving Throws",
													"entries": [
														"+1 status bonus to all saves vs. positive"
													]
												},
												{
													"type": "item",
													"name": "Negative Healing",
													"entries": []
												},
												{
													"type": "item",
													"name": "Rejuvenation",
													"entries": [
														"({@trait arcane}, {@trait necromancy}) When a lich is destroyed, its soul immediately transfers to its phylactery. A lich can be permanently destroyed only if its phylactery is found and destroyed."
													]
												},
												{
													"type": "item",
													"name": "Immunities",
													"entries": [
														"{@trait death} effects, {@trait disease}, {@condition paralyzed}, {@trait poison}, {@condition unconscious}"
													]
												},
												{
													"type": "item",
													"name": "Resistances",
													"entries": [
														"cold 20, physical 15 (except magic bludgeoning)"
													]
												},
												{
													"type": "item",
													"name": "{@ability Frightful Presence}",
													"entries": [
														"({@trait aura}, {@trait emotion}, {@trait fear}, {@trait mental}) 60 feet, DC 30"
													]
												},
												{
													"type": "item",
													"name": "Hand of the Lich",
													"entries": [
														"All liches have a hand {@trait unarmed} attack that deals {@damage 1d8} negative damage for every 3 levels and inflicts a paralyzing touch. This attack has the {@trait finesse} trait."
													]
												},
												{
													"type": "item",
													"entries": [
														{
															"type": "ability",
															"style": "compact",
															"name": "Drain Phylactery",
															"activity": {
																"unit": "free",
																"number": 1
															},
															"frequency": {
																"unit": "day",
																"number": 1
															},
															"entries": [
																"The lich taps into its phylactery's power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's phylactery doesn't need to be present for the lich to use this ability."
															]
														}
													]
												},
												{
													"type": "item",
													"name": "Paralyzing Touch",
													"entries": [
														"({@trait arcane}, {@trait curse}, {@trait incapacitation}, {@trait necromancy}) A creature damaged by the lich's hand {@action Strike} must succeed at a Fortitude save against the lich's spell DC \u2013 4. The creature becomes {@condition paralyzed} for 1 round on a failure. On a critical failure, the creature is {@condition paralyzed} permanently, falls {@condition prone}, and seems dead. A DC 25 {@skill Medicine} check reveals the victim is alive."
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-h4",
									"name": "Alternate Lich Abilities",
									"entries": [
										"Although the abilities on page 220 are standard for a lich, you can create a more unusual lich by substituting any one of the following abilities for frightful presence, hand of the lich, Drain Phylactery, or paralyzing touch.",
										{
											"type": "pf2-options",
											"skipSort": true,
											"noColon": true,
											"items": [
												{
													"type": "item",
													"name": "Blasphemous Utterances",
													"entries": [
														"({@trait arcane}, {@trait aura}, {@trait enchantment}, {@trait mental}) 10 feet. The lich is accompanied by a constant echo of blasphemous murmurs and tainted whispers. A creature in the aura takes a \u20132 circumstance penalty to saves against mental effects and can't take actions that have the {@trait concentrate} trait unless they succeed at a DC {@flatDC 10} flat check. Failing this check wastes the action."
													]
												},
												{
													"type": "item",
													"name": "Cold Beyond Cold",
													"entries": [
														"The lich's hand {@action Strike} deals cold damage instead of negative, and instead of being {@condition paralyzed}, the target is {@condition slowed 2}. A successful Fortitude save reduces this to {@condition slowed 1} (or negates it on a critical success)."
													]
												},
												{
													"type": "item",
													"name": "Dark Deliverance",
													"entries": [
														"The lich has resistance to positive equal to its level."
													]
												},
												{
													"type": "item",
													"entries": [
														{
															"type": "ability",
															"style": "compact",
															"name": "Siphon Life",
															"activity": {
																"unit": "reaction",
																"number": 1
															},
															"trigger": "The lich deals damage with its hand {@action Strike}.",
															"entries": [
																"The lich regains Hit Points equal to half the damage dealt."
															]
														}
													]
												},
												{
													"type": "item",
													"name": "Void Shroud",
													"entries": [
														"({@trait aura}, {@trait death}, {@trait necromancy}) 30 feet. The lich is surrounded by an aura of death, drawing forth souls to be consumed by the lich's constant hunger. Living creatures in the emanation take a \u20132 status penalty to saves against {@trait fear} and {@trait death} effects. In addition, any creature that starts its turn in the area gains the {@condition doomed 1} condition unless it succeeds at a Will save against the lich's spell DC \u2013 4."
													]
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Lich",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Lich_Lich.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Lich Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lich",
								"entries": [
									"A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Demilich",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Lich_Demilich.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Lich Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Demilich",
								"entries": [
									"Demiliches are formed when a lich, through carelessness or by accident, loses its phylactery. As years pass, the lich's body crumbles to dust, leaving only the skull as the seat of its necromantic power. The lich enters a sort of torpor, its mind left wandering the planes in search of ever greater mysteries. The lich gradually loses the ability to cast spells and its magic items slowly subsume into its new form. Negative energy concentrates around the skull, causing some of its bones and teeth to petrify with power and turn into blight crystals. The resulting lich skull, embedded with arcane gemstones and suffused with palpably powerful magic, forms a creature called a demilich.",
									"Despite its near-constant state of inactivity, a demilich grows restless from time to time, especially when living creatures draw near. Only then does the demilich's hunger for life stir once more, causing it to lash out with terrifying bursts of power in attempts to consume vital energy. Unlike an ordinary lich, should the demilich's skull be destroyed, its bond to the world is permanently severed, although some theorize that even then it is not truly slain. Rather, some think that once the demilich is destroyed, its foul and tormented mind is finally free to wander the planes and find new ways to enact its will. For the short-lived common folk of the Material Plane, this is good enough, though eons later a demilich may reappear in the region it once inhabited with a new\u2014and even more insidious\u2014agenda."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Crag Linnorm",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Linnorm_CragLinnorm.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Linnorm",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Crag Linnorm",
								"entries": [
									"Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking its foes with its magma breath."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ice Linnorm",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Linnorm_IceLinnorm.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Linnorm",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ice Linnorm",
								"entries": [
									"The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest of icebergs."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Tarn Linnorm",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Linnorm_TarnLinnorm.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Linnorm",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Tarn Linnorm",
								"entries": [
									"Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Tor Linnorm",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Linnorm_TorLinnorm.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Linnorm",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Tor Linnorm",
								"entries": [
									"Tor linnorms dwell in the tallest volcanic mountains, either within natural formed caverns or within molten craters. A tor linnorm's temper can be as hot and destructive as the magma the creature resembles."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Gecko",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Lizard_GiantGecko.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Lizard",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Gecko",
								"entries": [
									"These roughly human-sized reptiles have amazing feet capable of clinging tenaciously to any surface. Giant geckos are typically docile and shy but can be aggressive when cornered or defending their territory. These large-eyed lizards are found in a wide variety of habitats, from rainforests and deserts to mountain slopes or even underground caverns. They spend most of their time climbing around in large trees or on rocky cliffs, whether hunting for small animals or hiding from predators. A giant gecko's scales are often quite brightly colored or decorated in intricate patterns. Giant geckos span nearly 8 feet in length from head to tail, and they weigh about 120 pounds."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Monitor Lizard",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Lizard_GiantMonitorLizard.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Lizard",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Monitor Lizard",
								"entries": [
									"Large and seemingly ponderous, a monitor lizard is a deceptively swift and ruthless predator. It ambushes its prey by rushing out from cover and biting the target with its powerful jaws. A giant monitor lizard's saliva is venomous, allowing it to bring down prey larger than it can easily haul away in its jaws. Giant monitor lizards grow up to 14 feet long, including their long tails, and they weigh about 350 pounds. Their bodies are normally dark brown with patches of yellow or green. When nesting, a giant monitor lizard digs a deep burrow to hide in. The burrow serves as both a safe haven and a location from which the lizard can ambush larger prey such as deer, boars, or even humanoids. A giant monitor lizard can consume nearly its own body weight in a single meal, and its loosely articulated jaws allow it to swallow surprisingly large prey."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Frilled Lizard",
			"source": "B1",
			"_copy": {
				"name": "Lizard",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Frilled Lizard",
								"entries": [
									"Found in warm and tropical forests and savannas, these immense lizards are a deadly threat to the unsuspecting traveler. When they aren't sleeping or stalking prey, giant frilled lizards bask in the sunlight for hours at a time. Explorers sometimes mistakenly think them related to dragons due to their large size, elaborate neck frills (which, when displayed in a show of aggression and dominance, can be mistaken for wings), and ferocious hissing vocalizations used to frighten away creatures too large to eat.",
									"A giant frilled lizard's primary food sources are oversized arthropods and other invertebrates, but it won't hesitate to augment its diet with vertebrates, including other lizards, monkeys, and just about anything it can fit into its mouth\u2014even humanoids. Although capable of short bursts of speed, a giant frilled lizard normally lies perfectly still while hunting, hoping to ambush its prey."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Lizardfolk Defender",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Lizardfolk_LizardfolkDefender.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Lizardfolk",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lizardfolk Defender",
								"entries": [
									"The lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, soldier in time of war. They eagerly rise to the defense of their kin but do not revel in battle. An iruxi defender would rather turn back intruders and allow them to flee with the knowledge they were beaten, in hopes that such word prevents further invasions, but they are not naive. The iruxi understand the need for revenge, and when they allow a foe to escape, they do not forget."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Lizardfolk Scout",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Lizardfolk_LizardfolkScout.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Lizardfolk",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lizardfolk Scout",
								"entries": [
									"Iruxi scouts are the lizardfolk most often encountered by adventurers, for these explorers and hunters spend most of their lives on the move, constantly patrolling the territories held by their enclave. If intruders are driven off, it is the responsibility of the iruxi scouts to track them, observe them, and learn their ways and weaknesses so as to report back to the community and aid in the defense against potential reprisals."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Lizardfolk Stargazer",
			"source": "B1",
			"_copy": {
				"name": "Lizardfolk",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Lizardfolk Stargazer",
								"entries": [
									"The tradition of astrology and looking to the stars for both navigation and prognostication is well-established in iruxi society, and their wise and observant stargazers are among the people's most respected members. Even the lowliest stargazer, as presented here, has a number of useful primal spells to aid their kin; in larger iruxi settlements, stargazers wield even greater powers."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Manticore",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Manticore.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Manticore",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "MANTICORE TREASURE",
							"entries": [
								"A manticore enjoys taking plunder from the corpses of its prey as trophies that flatter its vanity and testify to its strength. It has little interest in money, but sometimes accepts gold and jewels as tribute.",
								{
									"type": "pf2-sidebar",
									"name": "MANTICORE LOCATIONS"
								},
								"Manticores prefer lonely places in the wilderness far from humanoids, but they adapt easily to nearly any terrain. Manticores have been spotted in jungles, forests, deserts, and mountains."
							]
						},
						"The manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned with large quills like those of a porcupine, which the manticore flings at prey by whipping its tail like a sling. These deadly spikes give the manticore the power to slaughter even well-armed warriors from the safety of the sky.",
						"Although the anthropomorphic face of the manticore suggests a keen intellect, most creatures of its kind are simple-minded killers. They can be clever liars, however, and their voices have a strangely musical sound that has lured many unwitting travelers into an ambush. A manticore discovered by uneducated humanoids (especially those who are both lawful and evil) can sometimes become the center of adoration and even worship; a manticore in this situation swiftly gives in to its laziness and allows its acolytes to bring it tribute in the form of food and treasure, feasting upon its own followers when offerings become scarce. Stronger humanoids who encounter a manticore can cow it through intimidation and violence, sometimes even forcing it into service as a mount. As long as the manticore is well fed with human flesh and its master leads it to victory, a manticore mount can prove surprisingly loyal."
					]
				}
			]
		},
		{
			"name": "Giant Mantis",
			"source": "B1",
			"_copy": {
				"name": "Mantis, Giant",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Mantis",
								"entries": [
									"These massive cousins of normal praying mantises stand taller than an average human. They stalk through dense forests, striking at meals from the trees."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Deadly Mantis",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/MantisGiant_DeadlyMantis.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Mantis, Giant",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Deadly Mantis",
								"entries": [
									"These gigantic mantids make their homes within deep jungles and prehistoric forests where they hunt and devour equally massive prey."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Medusa",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Medusa.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Medusa",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "MEDUSA INFILTRATORS",
							"entries": [
								"Rumors persist of disguised medusas acting as prominent members of criminal organizations such as the Sczarni in Riddleport and the Aspis Consortium in Port Peril, and their kind is known to thrive in metropolises including Absalom and Katapesh. Because they are so widespread, medusas resembling humans of every major ethnicity can be found in Avistan and Garund."
							]
						},
						"Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that\u2014if lingered upon\u2014can permanently transform mortals to stone. Medusas are shrewd and manipulative adversaries who collect and covet secrets, and who use threats and guile to exploit the fears of weaker creatures. A medusa may seek out powerful magic items, use divination magic to discover secret knowledge and unlock forbidden power, or infiltrate a society to beguile influential politicians. Their ability to worm their way into powerful organizations makes them natural leaders of criminal outfits and thieves' guilds, and their interest in magical phenomena leads some to pursue careers as oracles who offer to help adventurers find what they seek\u2014for a price. Of course, if wit and deception proves insufficient, a medusa can always simply turn rivals into ornate stone decorations with little more than a glare.",
						"Exceptionally agile and surprisingly hardy, a medusa rarely backs down from a conflict even when cornered. Many adventurers who thought themselves readied to resist the effects of a medusa's gaze have nevertheless fallen to a medusa, as these creatures are also often deadly archers able to riddle their foes with venom-coated arrows from a distance. Still, a medusa may barter for their life if no alternatives remain, and the secrets carried by these powerful villains often make it more than worth sparing the monster's life."
					]
				}
			]
		},
		{
			"name": "Merfolk Warrior",
			"source": "B1",
			"_copy": {
				"name": "Merfolk",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Merfolk Warrior",
								"entries": [
									"Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Merfolk Wavecaller",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Merfolk_MerfolkWavecaller.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Merfolk",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Merfolk Wavecaller",
								"entries": [
									"Merfolk wavecallers use their primal power to call forth allies and defend their people with deadly magic."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Mimic",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Mimic.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h3",
					"name": "Mimic",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CREATIVE MIMICS",
							"entries": [
								"The older the mimic, the more creative its guise, but within practical limits. For example, a mimic can appear as a neatly organized bookshelf with a single book out of place, a dried-up cistern with something glittering at its center, or an inconspicuous wooden door with a conveniently placed peephole."
							]
						},
						"Thought to be the result of a failed experiment meant to animate objects or a sinister alghollthu creation, mimics are clever monsters that can take the form of common manufactured objects. Mimics are ambush predators and voracious eaters, surprising their prey through their uncanny ability to mimic the form of common furniture and miscellany. They remain disguised until unsuspecting adventurers happen by, then they lash out in ambush.",
						"Mimics possess complex alien minds, and while often cruel and self-serving, they also enjoy conversation with their prey from time to time. For unknown reasons, they are especially interested in humanoids. Mimics have a strong dislike for others of their kind and tend to live alone. A mimic can remain in its alternate form for an extremely long period of time, sometimes remaining disguised in a dungeon chamber for decades. Regardless of how long it waits, the mimic remains vigilant and alert, ready to strike at any moment."
					]
				}
			]
		},
		{
			"name": "Minotaur",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Minotaur.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Minotaur",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "VARIANT MINOTAURS",
							"entries": [
								"Most minotaurs are a simple blend of muscular humanoid and raging bull, but unusual variants and unique minotaurs may have different physical features and abilities. Great-horned minotaurs can impale foes if they critically succeed on a charge, but they do not have the Hunted Fear ability. Shaggy minotaurs are covered in thick hair form head to toe, allowing them to live in freezing environments with ease and giving them resistance to cold damage, but their hooves are broad and heavy, making it impossible for them to charge."
							]
						},
						"Minotaurs are master hunters that dwell in cunning labyrinths or tangles of underground caverns meant to disorient and demoralize prey. These monstrous tormentors delight in the hunt, in the terror caused by closing in on prey, and in the very moment when the hunted realizes that they have lost the game. Only then will the minotaur charge in for the kill, cutting foes down with powerful strikes or impaling them on its sharp horns.",
						"Minotaurs are known to dwell in mazes, but they can also be found hiding in old ruins and other forgotten corners of the world. In any case, they are solitary creatures, only rarely sharing territory with others of their kind or even more powerful beings that have cowed them into service. Everyone else is little more than prey to be hunted."
					]
				}
			]
		},
		{
			"name": "Mu Spore",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/MuSpore.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Mu Spore",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "UNDERGROUND MOONS",
							"entries": [
								"Mu spores dwell in vast caverns, their pallid underbellies glowing softly to give the eerie impression of a strangely shaped \"moon\" adrift near the darkened ceiling so far above. Caverns can be faintly lit by this illumination\u2014an unnerving sight for any traveler not expecting light in such a lightless realm."
							]
						},
						"A mu spore is a thankfully rare fungoid monstrosity of vast power and strange intellect. Even the smallest mu spores are never less than a hundred feet long from tentacle tip to tentacle tip, yet despite this vast bulk, they are capable of flying with an uncommon grace, venting jets of foul-smelling spores to guide their flight.",
						"Many societies tell tales of vast mu spores appearing over cities at the dawn of apocalyptic events, but they're more than just ravenous eaters of nations. Mu spores often possess rare or esoteric knowledge, and if peaceful contact can be made, this lore can be quite valuable. Their spores can also be used to craft certain foul drugs or deadly alchemical poisons, but harvesting these ingredients is dangerous, as the spores are not viable for long once they've been shed, forcing alchemists seeking to harvest them to operate in perilously close proximity to the abominations."
					]
				}
			]
		},
		{
			"name": "Mukradi",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Mukradi.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Mukradi",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "FROM A GODʼS NIGHTMARES",
							"entries": [
								"The first mukradis are rumored to have spawned in the fevered nightmares of a sleeping demigod from a dimension beyond dreams, who perished as the first mukradis hollowed out its unconscious mind and used its flesh to transition into the mortal realm. This legend is likely nothing more than fancy, but it certainly speaks to the deadly nature of these immense monsters."
							]
						},
						"Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of breath weapons. A Darklands version of the mukradi is rumored to exist. It's said these variant mukradis have black scales, and all of their heads spew a black, acidic goo that animates before being reabsorbed by the mukradis."
					]
				}
			]
		},
		{
			"name": "Mummy Guardian",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Mummy_MummyGuardian.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Mummy",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Mummy Guardian",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "ASSOCIATED MONSTERS",
										"entries": [
											"A mummy guardian might serve alongside a mummy pharaoh or with zombies, skeletons, animated objects, or any other undead or constructs that might be found in their tomb lairs."
										]
									},
									"The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it's shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it's certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead\u2014the pain and agony of death by mummification being an essential step in the process.",
									"Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone\u2014they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Mummy Pharaoh",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Mummy_MummyPharaoh.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Mummy",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Mummy Pharaoh",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "ASSOCIATED MONSTERS",
										"entries": [
											"A mummy pharaoh often commands lesser undead, typically mummy guardians and whatever other nearby creatures of its old kingdom it can bully into subservience."
										]
									},
									"While mummy guardians are undead crafted from the corpses of sacrificed\u2014usually unwilling victims\u2014and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath is no less awful and painful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact. Although in most cases a mummy pharaoh is formed from a particularly depraved ruler instructing their priests to perform complex rituals that grant the ruler eternal unlife, a ruler who was filled with incredible anger in life might spontaneously arise from death as a mummy pharaoh without undergoing this ritual. Depending on the nature of the ruler, a mummy pharaoh might have spellcasting or other class features instead of its Attack of Opportunity and disruptive abilities\u2014the exact nature of the abilities the ruler had in life can significantly change or strengthen the mummy pharaoh presented here (which represents the least powerful variety of this deadly undead foe)."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dark Naga",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Naga_DarkNaga.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Naga",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dark Naga",
								"entries": [
									"Dark nagas are wicked, jealous creatures that crave power and wealth. Indeed, the dark naga sees such ideals as spiritual expressions of an essential truth: if one can take something, that something is theirs to have. The dark naga sees other creatures as lessers worthy only of subjugation or as rivals who must be eliminated.",
									"Dark nagas dwell in remote places other creatures have forsaken, searching abandoned ruins for wealth and potent magic items. Those unlucky trespassers into a dark naga's lair typically find themselves as the naga's slaves or playthings, put to sleep with the monster's poison or incinerated by its deadly magic. Some dark nagas are more disposed toward socializing than others; in these cases, they may become wicked despots who rule over enclaves of captive or unsuspecting subjects. Subtler dark nagas, especially those who crave finer luxuries, dwell in or under the wealthy settlements and use their wiles to garner a decadent following, forming something akin to a cult with the naga as the jewelry-bedecked object of worship."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Guardian Naga",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Naga_GuardianNaga.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Naga",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Guardian Naga",
								"entries": [
									"The opposite of dark nagas in many ways, guardian nagas are benevolent and wise protectors of places of great natural or supernatural significance: ancient oak groves, forgotten holy temples, and vaults of sacred power are just a few examples of locations that these nagas protect. Guardian nagas believe that the beautiful elements of the cosmos are worthy of protection and that devotion to such a grand effort is its own reward. A guardian naga may join a group with similar values, such as a sect of priests or monks, to aid it in its holy endeavors and to exchange knowledge of the heavens.",
									"Guardian nagas usually encourage their young, upon reaching adulthood, to depart the nest and seek out their own natural wonders or ancient ruins to protect. Sometimes generations of guardian nagas might guard the same place, passing the honor of such care from parent to child. In such cases, the parent nagas aim to have at least one of their children elect to stay behind and become the guardian of their ancestral ward, giving the parents the peace of mind that the site they protect will continue to be guarded by their descendants.",
									"It is difficult for many societies that vilify serpents or see them as symbols of evil to accept the fact that guardian nagas are benevolent and kindly. Fortunately for these people, guardian nagas are also patient and understanding, and see encounters with such societies as opportunities to educate and expand worldviews."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Greater Nightmare",
			"source": "B1",
			"_copy": {
				"name": "Nightmare",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Greater Nightmare",
								"entries": [
									"The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Nilith",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Nilith.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Nilith",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "FROM THE DREAMLANDS",
							"entries": [
								"The nilith's association with the remote and little-understood Dreamlands, also known as the Dimension of Dreams, is unusual. They draw power from a latent dreaming connection to that realm, but they are native to the Material Plane."
							]
						},
						"The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with red glowing eyes, wicked claws, and mouths full of needlelike teeth. Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims' subsequent terror. More often than not, these despicable manipulators wish to drive their victims into madness and even to suicide. Most niliths lack the patience to spend too much time fully tearing down an individual, and when a nilith tires of its current plaything and becomes bored with its particular thoughts and fears, it murders the quarry before feeding on its flesh and moving onto the next victim.",
						"Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams\u2014in a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected. Scholars and dimensional travelers have attempted to uncover the exact mechanisms of this mysterious connection, but they have yet to decipher the truth. Indeed, many who investigate the nature of the nilith's bond are driven to madness before getting anywhere close. The odd connection to otherworldly beings might help explain the longevity of these creatures, as it is believed that niliths can live for thousands of years.",
						"Thankfully for others, niliths are solitary creatures that hate the company of their own kind, likely because these harbingers of nightmares have no wish to taste the horrors they bring to others."
					]
				}
			]
		},
		{
			"name": "Naiad",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Nymph_Naiad.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Nymph",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Naiad",
								"entries": [
									"Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen ward, sometimes these nymphs congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads' bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of nature."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dryad",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Nymph_Dryad.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Nymph",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dryad",
								"entries": [
									"Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm their sacred groves and beloved forests, but they are not above using enchantments to enlist the aid of allies when evil threats cannot be dissuaded with words alone. In times of peace, dryads happily live secluded lives inside their trees, and a community at harmony with nature might not even realize a dryad lives nearby.",
									"Though they watch over all the woods around them, dryads are inextricably tied to a specific tree, usually an oak. Dryads who are bonded to another type of tree are fundamentally the same, but they may differ in temperament and appearance to match their ward. For instance, kraneiai, or cherry-tree dryads, have beautiful pink coloration and concern themselves with the fragile beauty of life."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Naiad Queen",
			"source": "B1",
			"_copy": {
				"name": "Nymph",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Naiad Queen",
								"entries": [
									"Naiad queens rule over pristine wildernesses centered on untouched lakes or other bodies of fresh water. Bards' songs and artists' paintings of nymphs tend to depict naiad queens in their slightly more humanoid forms, which they don when they make the rare journey into civilized lands to garner allies or gauge threats. Most naiad queens treat those who respect their domains with kindness, but they are fierce and quick in eliminating foes. Their blinding beauty and breadth of offensive spells make naiad queens fierce opponents if forced into a fight."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dryad Queen",
			"source": "B1",
			"_copy": {
				"name": "Nymph",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dryad Queen (Hamadryad)",
								"entries": [
									"Hamadryads rule over an entire forest, or a portion of an incredibly large forest, leading and protecting all dryads within. Hamadryads often have strange relationships with powerful and deadly fey, working together in a dualistic way despite their differences, with the hamadryad representing nature's wonders and the other fey representing nature's wrath."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Octopus",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/OctopusGiant.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Giant Octopus",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GIANT OCTOPUS LAIRS",
							"entries": [
								"Giant octopuses favor shipwrecks, coral reefs, or underwater caverns as lairs, where they can take advantage of narrow confines for protection. Giant octopuses, like their smaller kin, are fond of adorning and decorating their lairs with found objects\u2014many of which, in the giant octopus's case, are also magical weapons, shields, or works of art salvaged from sunken ships or fallen adventurers."
							]
						},
						"Giant octopuses are found in the heart of deep, dark oceans."
					]
				}
			]
		},
		{
			"name": "Ofalth",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ofalth.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ofalth",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "FILTH FLINGERS",
							"entries": [
								"Ofalths prefer to remain in their middens and sewers, for in such environs they have a constantly renewing source of not only food, but refuse to fling at foes. An ofalth encountered outside of such wretched environs cannot fling rubbish as a ranged attack unless it rips filth from its own body. Each time it does so, it takes 2d6 damage."
							]
						},
						"Found in castle dung heaps, city dumps, and sewers, ofalths are thought to be cousins of shamblers. But whereas shamblers are living heaps of soggy vegetation, ofalths are living heaps of matter from an altogether more unpleasant source: these monsters look like 9-foot-tall amalgamations of wet detritus, sewage, and rubbish with long tentacular arms and stout legs. It can be difficult to tell where an ofalth's body ends and the foul contents of the cesspit they wallow within begins. They move through refuse heaps in search of organic material in their endless quest to sate their hunger.",
						"Though ofalths have a limited intellect, they still exhibit a vile curiosity. They are no strangers to dissecting their prey after it has succumbed to their wasting disease\u2014a terrible and aptly named affliction that causes the victim's blood to seep from its pores. When an ofalth manages to secure a victim alive, it may even torture its food by consuming it bit by bit while it shrieks for mercy.",
						"Ofalths' domains typically overlap with those of otyughs, who fear ofalths, though otyughs have also been known to band together in order to take down an ofalth for its rubbery flesh, which the otyughs consider an intoxicating delicacy. On the other hand, ofalths seem to particularly enjoy taking otyughs apart one piece at a time. They have been known to keep a captured otyugh alive for days or even weeks, forcing the otyugh to endure the cloying scent of its own body decaying before the ofalth feeds."
					]
				}
			]
		},
		{
			"name": "Ogre Warrior",
			"source": "B1",
			"_copy": {
				"name": "Ogre",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ogre Warrior",
								"entries": [
									"The simplest of ogres are slabs of muscle with hatefully beady eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre warriors are quick to turn on their kin when there's a shortage of smaller folk to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ogre Glutton",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ogre_OgreGlutton.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Ogre",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ogre Glutton",
								"entries": [
									"Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor‐edged shields or barrels filled with poisoned meat are common, but such tales are of little consolation to those who have been gobbled down whole by these ravenous giants. In addition to their sadistic table manners, ogre gluttons have a disturbing knack for coming up with violent \"games\" that are little more than drawn-out torments, yet those who somehow manage to beat a glutton at the rules of its own game can often enrage and frustrate the ogre enough that the resulting tantrum is more than enough distraction to afford a last-ditch escape from doom."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ogre Boss",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ogre_OgreBoss.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Ogre",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ogre Boss",
								"entries": [
									"In ogre society, might makes more than right\u2014it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) is invariably that family's boss. Quick to hook fallen foes on their weapons, even other ogres fear the repercussions of displeasing an ogre boss. When an ogre boss barks out commands, the other members of the family move quickly to obey."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Sewer Ooze",
			"source": "B1",
			"_copy": {
				"name": "Oozes",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Sewer Ooze",
								"entries": [
									"These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gelatinous Cube",
			"source": "B1",
			"_copy": {
				"name": "Oozes",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Gelatinous Cube",
								"entries": [
									"Found underground or in dungeons, these quivering cubes of slime continuously scour their domain for food. The acid in their bodies is weak enough that many gelatinous cubes still contain the gear of their victims, as they're unable to break them down."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ochre Jelly",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ooze_OchreJelly.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Oozes",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ochre Jelly",
								"entries": [
									"Ochre jellies are animate masses of protoplasm with a sickly combination of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze to break down the flesh and clean and polish the bones."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Black Pudding",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ooze_BlackPudding.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Oozes",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Black Pudding",
								"entries": [
									"Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions. This caustic acid is particularly dangerous to creatures that attack a pudding, as it can quickly damage and destroy gear."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Orc Brute",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Orc_OrcBrute.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Orc",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Orc Brute",
								"entries": [
									"If orc armies are rarely well organized, this shortcoming can likely be traced to the furious and undisciplined rank-and-file brutes who make up the bulk of an orc warband."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Orc Warrior",
			"source": "B1",
			"_copy": {
				"name": "Orc",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Orc Warrior",
								"entries": [
									"The typical orc warrior is a violent combatant familiar to many adventurers. Orc warriors fight for their clan, for riches, and\u2014perhaps most of all\u2014for personal glory."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Orc Warchief",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Orc_OrcWarchief.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Orc",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Orc Warchief",
								"entries": [
									"When orcs raid, the strongest is chosen as the leader, backed up by brothers, sisters, and other immediate family."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Otyugh",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Otyugh.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Otyugh",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "OTYUGH \"PETS\"",
							"entries": [
								"Otyughs happily wallow in and consume the garbage of other creatures, making them an efficient (and ecological) disposal system for those bold enough to try such a tack. The problem, though, as such otyugh keepers soon realize, is supplying enough refuse to keep the nigh-insatiable otyugh from wandering off from its miasmic kennel."
							]
						},
						"Lords of sewers, ditches, and landfills, otyughs are filthy monstrosities that stomp about on three massive legs in search of tasty garbage and refuse. Using two barbed tentacles to grasp and tear, guided by a third with a proliferation of eyes at the end, the otyugh has perfectly adapted to life in its cramped, disgusting environment, where it uses its appendages to see into tight spaces and grasp hidden prey.",
						"Most assume that otyughs originally evolved in swamps and moved into sewers as civilization encroached on their natural habitats. True or not, they are now one of the larger predators in those dank environs. Otyughs are territorial, but they have been known to form loose collectives, even giving each other important-sounding titles like \"king of offal\" and \"duchess of slime\" to indicate their rank and station in their sludgy underworld beneath the streets.",
						"Those who run across an otyugh might be surprised to hear it speak, shouting at intruders to leave its putrid home or demanding tribute in the form of trash or other prizes of dubious nature."
					]
				}
			]
		},
		{
			"name": "Owlbear",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Owlbear.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Owlbear",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "VARIANT OWLBEARS",
							"entries": [
								"Snowy owlbears trade their terrifying screech for amazing stealth and the learned ability to erupt from the snow to take prey by surprise. Although incredibly rare, some owlbears have retained a limited form of flight, allowing them to glide almost 20 feet for every foot of height descended. Terrifyingly, these gliding owlbears are entirely silent while descending on their prey."
							]
						},
						"With the body of a powerful brown bear and the keen senses of an owl, the owlbear is a dangerous territorial predator, fearlessly attacking any creature that strays into its domain. Those who run afoul of an owlbear hear its terrifying screech only seconds before the massive creature is upon them, ripping them apart with deadly talons and a powerful beak.",
						"Although their origin is lost to time, owlbears are assumed to be the result of a magical experiment to make a more cunning predator. According to the legend, the wizard was too successful and ended up being the first victim of the beast. Today, owlbears can be found around the world, with a variety of features. While the most common subspecies looks like a brown bear with the features of a great horned owl, owlbears from the frozen north might resemble polar bears mixed with snowy owls, and in temperate rain forests they might resemble black bears with the heads of barn owls.",
						"Most owlbears live solitary lives, gathering only to mate and raise cubs, which are hatched from eggs. An owlbear's territory usually extends to around 5 miles from its lair, with clear signs of its habitat appearing with 1 mile (clawed up trees, gigantic feathers, and shredded carcasses). The lair of an owlbear rarely holds anything of value, but some adventurers have found trinkets, coins, and even jewelry in the massive pellets of undigested bones these monsters leave behind."
					]
				}
			]
		},
		{
			"name": "Pegasus",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Pegasus.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Pegasus",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CORRUPTED PEGASI",
							"entries": [
								"When a foul influence from the fiendish planes, a necromantic blight, or any other sinister influence spreads through a wilderness, pegasi can become corrupted. These neutral evil pegasi have the same statistics as those presented here, but are much more violent."
							]
						},
						"The pegasus is a winged horse prized for its capacity to serve as an aerial mount. Unfortunately for those who desire a saddle-trained pegasus, pegasi are wild creatures and do not readily accept even well-intentioned riders. Pegasi actively resist being mounted or controlled by evil creatures, attempting to buck an unwanted rider at every opportunity. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet.",
						"Pegasi are highly intelligent beasts and have a strong sense of pride and honor. The best way to entreat a pegasus is by speaking to it with grace and offering gifts appropriate to a creature of such majesty. Prospective riders who seek the mount for a worthy cause or virtuous quest have a much easier time coaxing a pegasus into granting its favor. Regardless, a pegasus never accepts a bit or saddle, for reasons both practical (a standard horse saddle interferes with its wings) and purely egotistical.",
						"In the wild, pegasi live in small herds and establish territories on remote mountains where they are relatively safe from hunters and slavers. They mature at the same rate as horses and can even breed with other equines, though the outcome of such unions is typically a foal with the traits of its least magical parent. On rare occasions, the interbreeding of a pegasus and a unicorn may result in a winged unicorn with characteristics of both parents and an unrivaled sense of righteousness.",
						"Some pegasi carry in them the blood of a mighty and heroic ancestor. These champions of pegasus-kind dedicate their long lives to the pursuit of justice. They possess powerful supernatural abilities to aid them in this fight, such as resistance to fire and poison, immunity to petrification, and holy hoof attacks."
					]
				}
			]
		},
		{
			"name": "Phoenix",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Phoenix.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Phoenix",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SERVANTS OF SARENRAE",
							"entries": [
								"While phoenixes are not denizens of the Outer Planes, they have long been associated with the goddess Sarenrae. Indeed, many phoenixes view the Dawnflower as their patron and subscribe to her mission of redeeming those who have fallen to evil."
							]
						},
						"The phoenix is a primordial bird made of heat and flame that dwells in the most inhospitable regions of the desert. Though highly intelligent and brimming with compassion, the phoenix is best-known for its iconic ability to resurrect itself when slain, emerging reborn from the ashes of its own corpse. Phoenixes are often sought out for their knowledge or healing abilities, as they cannot abide the sight of suffering and deny their succor only to the most foul and irredeemable of creatures.",
						"Phoenixes enjoy the company of metallic dragons, and when the two dwell in close proximity, they can forge lifelong friendships, sharing their resources and words of wisdom while keeping each other updated on regional news.",
						"While most phoenixes are benevolent, they are not infallible. When a phoenix loses its way or falls under the influence of evil, it still retains its strong appetite for knowledge. Evil phoenixes are known to assault universities and libraries in their pursuit for power\u2014not only to gain new information, but also to set fire to the texts and thus hoard that knowledge for themselves."
					]
				}
			]
		},
		{
			"name": "Tiefling Adept",
			"source": "B1",
			"_copy": {
				"name": "Planar Scion",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Tiefling Adept",
								"entries": [
									"Tieflings are planar scions with fiendish blood. One of the most common types is pitborn, who bear a demonic corruption infesting their mortal bloodline. Some strive to live above their forebear's fiendish reputation, but many, such as this tiefling adept, simply accept their label and delve fully into evil."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/PlanarScion_TieflingAdept.png"
			]
		},
		{
			"name": "Duskwalker Ghost Hunter",
			"source": "B1",
			"_copy": {
				"name": "Planar Scion",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Duskwalker Ghost Hunter",
								"entries": [
									"Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn on the Material Plane to serve as guardians of the cycle of life and death."
								]
							}
						]
					}
				}
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/PlanarScion_DuskwalkerGhostHunter.png"
			]
		},
		{
			"name": "Aasimar Redeemer",
			"source": "B1",
			"_copy": {
				"name": "Planar Scion",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Aasimar Redeemer",
								"entries": [
									"Mortals whose ancestry has been influenced by celestials are known as aasimars, and angelkin, who have blood of angels coursing through their veins, are among the most common type of them. Many angelkin seek adventure as a means of doing good in the world."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Poltergeist",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Poltergeist.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Poltergeist",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "POLTERGEIST TREASURE",
							"entries": [
								"A poltergeist needs items to hurl as weapons, and over the centuries of use, only durable objects survive its rampages. Silver dinnerware, hatchets, and books might all be found in a poltergeist's collection.",
								{
									"type": "pf2-title",
									"name": "DISTURBED REST"
								},
								"One of the most common ways for a poltergeist to form is when its burial site is desecrated by the construction of a dwelling. This is usually an accident, but some evil creatures seek out such burial sites, intentionally creating poltergeists to serve as guardians."
							]
						},
						"When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma."
					]
				}
			]
		},
		{
			"name": "Poracha",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Poracha.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Poracha",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "WHAT IS A KAMI?",
							"entries": [
								"The spirit creatures known collectively as kami were originally protectors of the natural world, especially those things unable to protect themselves. Over time, though, their remit has grown, and now kami protectors extend their services to include artificial structures and items. In theory, any animal, plant, object, or location could be served by its own kami, but not everything has yet been blessed with such protection. The classification of which objects warrant kami protection\u2014and those that don't\u2014is confusing and complicated to all save the kami, who find the organizational system perfectly logical."
							]
						},
						"Porachas are feline beasts native to the mystical Forest of Spirits in Tian Xia. In their natural form, these graceful eight-legged creatures sport a gray tabby coat of fur streaked with lines of olive green, but they are rarely seen this way. Even the youngest porachas are capable of hiding within objects, making them incredibly elusive and rarely seen except on their own terms. Because porachas can so effortlessly blend in with the forest and emerge from its dark corners in an instant, superstitious locals believe these beasts are related to kami\u2014nature spirits who embody individual trees, stones, or other elements of nature in the Forest of Spirits. The truth is that while porachas frequently associate with kami, they are their own breed of mysterious monster with powers over time and space that set them apart from nature spirits.",
						"The poracha's most iconic feature is its ability to bend reality to teleport, or jaunt, short distances. But a poracha can also rest within objects, allowing it to safely sleep inside. Given that a poracha experiences time very slowly while hiding within objects, it can sleep inside of one for an extended period. Once it wakes, a poracha departs to play in the living world. Porachas especially enjoy resting inside roadside milestones, to maximize their chances of coming across travelers.",
						"Porachas rarely tread humanoid-occupied lands, preferring the company of the kami and their natural habitat in the Forest of Spirits. Though they enjoy occasional conversation, they're extremely sensitive to sound; they speak softly and request the same from those they speak with. Their territories span vast swaths of the wood, making them ideal allies for hunters or treasure seekers who would otherwise become lost in the dense trees. But porachas are nothing if not fickle, and typically demand inscrutable favors in return for their aid, such as the planting of a rare sapling in a particular grotto or the clearing of an invasive monster species around a treasured spring. Any attempt to coerce or trick a poracha into service is ill advised, for these sacred beasts have many friends among the kami as well as others of their kind. Though they generally don't travel in groups, porachas know where to find more of their kind in times of need, and an organized pack of porachas is a disorienting threat."
					]
				}
			]
		},
		{
			"name": "Voidworm",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Protean_Voidworm.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Protean",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Voidworm",
								"entries": [
									"Other proteans don't consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful side effect of the Maelstrom's constantly churning energy. To call a voidworm a protean in the presence of a more powerful protean is as sure a way to instigate combat as any.",
									"Voidworms themselves have little interest in whether anyone sees them as proteans. They maintain a thriving ecology in the Maelstrom, frolicking in schools of up to 20 and playing in the chaos of constantly shifting realities. Elsewhere (such as on the Material Plane), voidworms are mesmerized by the principle of object permanence; many latch onto specific features of a region (such as a hillside or pond) and flit through the air around it for months or even years as they wait for the object of their curiosity to change. Minor changes\u2014such as a tree's change of color in the fall, a corpse's slow decay, or periodic venting of steam from a geyser\u2014all fascinate voidworms. A voidworm is about 2 feet long and weighs 2 pounds."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Naunet",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Protean_Naunet.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Protean",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Naunet",
								"entries": [
									"Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file troops of protean armies. Resembling a thick salamander with a wide head, a powerful tail, and tentacles tipped with snapping jaws in place of rear legs, naunets are the most bestial of the proteans and occupy one of their lowest castes. Naunets are 12 feet long and weigh 900 pounds.",
									"All proteans are prone to unpredictable fits and unexpected action, but compared to most others, naunets are much more bestial. Always ready for a fight, naunets pride themselves in acting swiftly and striking before unpleasant distractions like diplomacy can blunt a combat's beginning."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Keketar",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Protean_Keketar.png"
			],
			"_copy": {
				"name": "Protean",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Keketar",
								"entries": [
									"The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar's actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: First, a keketar's eyes are always a piercing shade of amber or violet. Second, the keketar's mark of office\u2014a crown of shifting symbols that hovers above its head\u2014never changes. A keketar cannot remove its crown but can suppress it, although most are loath to do so and consider such an act one of cowardice or shame.",
									"Keketars fill a role in protean society of a sort of priesthood, operating as intermediaries between the other proteans and the Speakers of the Depths. All other proteans defer to keketars, treating them in a way similar to how citizens of a mortal city would treat respected nobles; even more powerful proteans defer to the will of the keketars. As with many religions, dogma and theology are prone to interpretation and change, and among the proteans the situation is perhaps even more pronounced. Whatever the nature of and desires held by the mysterious Speakers of the Depths, individual keketars may come to dramatically different conclusions as to their will and intent. To the proteans, though, this inherent dissonance is a strength rather than a weakness."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Nosoi",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Psychopomp_Nosoi.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Psychopomp",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Nosoi",
								"entries": [
									"A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor's mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Morrigna",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Psychopomp_Morrigna.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Psychopomp",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Morrigna",
								"entries": [
									"Bounty hunters and investigators, morrignas seek out creatures that thwart death or interfere with the natural flow of souls. Morrignas dress in flowing spider silk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Pteranodon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Pterosaur_Pteranodon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Pterosaur",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Pteranodon",
								"entries": [
									"Pteranodons are quick and agile reptiles with 20-foot wingspans that enable them to hover on wind currents for hours. These creatures have long beaks and equally long crests that protrude from the backs of their heads."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Quetzalcoatlus",
			"source": "B1",
			"_copy": {
				"name": "Pterosaur",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Quetzalcoatlus",
								"entries": [
									"Quetzalcoatlus are the largest flying members of the pterosaur family and are often mistaken for dragons due to their immense size and 40-foot wingspans.",
									"Quetzalcoatlus are carnivorous, feeding on a variety of reptiles, mammals, large fish, amphibians, and other invertebrates. They are not inherently aggressive creatures and are happy to scavenge for food, but when presented with live prey they readily attack almost any creature smaller than themselves."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Quelaunt",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Quelaunt.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Quelaunt",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "OTHER QUELAUNTS",
							"entries": [
								"Perhaps the most frightening tales of quelaunts attribute them with abilities beyond those detailed here, suggesting that quelaunts might be an entire category of alien menace that has only recently turned its awful attention to humanity."
							]
						},
						"This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth or no visible means of ingesting food. Its limbs are distributed so evenly across its body that it is all but impossible to tell which way the creature is oriented at any given time. Few who witness the quelaunt linger on its alien looks for long though, as the most pressing concern quickly becomes the invasion of their minds, as the quelaunt sows doubt, sorrow, and rage. This monstrosity not only delights in the negative emotions of its prey, but feeds on them, gaining strength and sustenance from their dismay. For the quelaunt, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.",
						"Quelaunts are known to associate with other aberrant horrors, including brain collectors and other creatures associated with the Dominion of the Black. However, the more prevalent theory paints them as more alien\u2014perhaps invasive beings from another dimension of pure thought and feeling\u2014and claims that in their natural state they have no physical bodies at all. Few dare speculate further; the only known autopsy of a quelaunt resulted in the researcher's suicide just days afterward and all the notes were mysteriously destroyed. Whatever secrets there are to be unlocked in the anatomy of these bizarre monsters are apparently important enough to warrant great protection from quelaunts, even after death."
					]
				}
			]
		},
		{
			"name": "Dandasuka",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Rakshasa_Dandasuka.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Rakshasa",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dandasuka",
								"entries": [
									"Known as \"biters\" among the more powerful rakshasa castes, dandasukas serve as spies and assassins for rakshasa clans or powerful spellcasters who have found methods to bind one of these fiends to their will. Born to manipulate and murder, these half-sized terrors revel in their work and delight in the sight of blood. They often dress in extravagant clothes dyed with ostentatious colors and wear numerous elaborate accessories, whether in their true form or in disguise as human children, halfling merchants, or anything else that helps them blend into their targeted society.",
									"A dandasuka rakshasa is constantly haunted by a monstrous hunger that gnaws at its hyperactive body, forcing it to feed often. In combat, a dandasuka might pause to lick a bloody blade or lap at a pool of spilled blood on the floor. These creatures settle for other meat when they must, but much prefer the taste of mortal humanoid flesh. Regular offers of such victuals can keep a dandasuka loyal to anyone willing to provide frequent meals, but care must be taken in keeping a dandasuka, for many stories tell of them being overly eager to serve an adored benefactor, taking off-hand remarks too literally, and performing services of violence that were never intended."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Raja Rakshasa",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Rakshasa_RajaRakshasa.png"
			],
			"_copy": {
				"name": "Rakshasa",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Raja Rakshasa",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "RAJA HEADS",
										"entries": [
											"Raja's heads often resemble those of cats or snakes, but they can also be similar to apes, jackals, vultures, elephants, mantises, lizards, rhinos, boars, and more are possible. In most cases, the type of head a raja rakshasa possesses symbolizes its personality\u2014a tiger-headed one is stealthy and ravenous, while a boar-headed one might be gluttonous and crude."
										]
									},
									"When not disguised as a humanoid, the raja rakshasa has the head of an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers of these fiends bend outward, away from the palms.",
									"More than any other types of rakshasa, rajas scoff at religion. They understand the power of the divine, yet they view themselves as the only things worthy of worship from mortal creatures; not even their own immortals are deemed deserving of such glorification. Raja rakshasas often form close-knit families that work together to bring down mortal cities or to rule them from the shadows within. Such families of rakshasas often incorporate other breeds of the fiend, often using dandasukas as favored servants or stealthy spies. Even though a raja family works together to achieve a shared goal, infighting and treachery among their own is a constant threat."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Rat",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Rat_GiantRat.png"
			],
			"_copy": {
				"name": "Rat",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Rat",
								"entries": [
									"Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot fit in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions.",
									"Although its bite alone is not lethal except to the very young or very old, the giant rat carries the filth fever common to rodents around the world\u2014a pestilence more than capable of ravaging rural communities."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Rat Swarm",
			"source": "B1",
			"_copy": {
				"name": "Rat",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Rat Swarm",
								"entries": [
									"A swarm of rats can cause total chaos within a household or business. Contracting filth fever is all the easier when dozens of these agitated or hungry vermin gather to bite victims en masse, making rat-hunting a viable career in many parts of the world as desperate townspeople seek relief from the disease's spread."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ratfolk Grenadier",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Ratfolk_RatfolkGrenadier.png"
			],
			"_copy": {
				"name": "Ratfolk",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ratfolk Grenadier",
								"entries": [
									"Ratfolk grenadiers use alchemy and stealth to defend their communities."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Redcap",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Redcap.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Redcap",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "REDCAP TREASURE",
							"entries": [
								"A redcap's boots and cap are of little value to other creatures, but it carries a scythe and various valuable trophies from its kills.",
								{
									"type": "pf2-title",
									"name": "REDCAP LOCATIONS"
								},
								"Unlike some fey, redcaps don't embody a particular natural feature or environment, so they can be found almost anywhere. They tend to prefer areas that allow them to hide or at least get behind cover with their quick movement, such as forests, mountains, and underground tunnels and caverns."
							]
						},
						"Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of good deities. Many fairy tales explain how the redcaps draw power from dipping the hats for which they are named in fresh blood. Just as iconic to these cruel little fey are their iron-clad boots, and the clanging sound of their metal soles clanking on stone floors is both discordant and disconcerting\u2014especially to those who recognize the sound for what it is. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair."
					]
				}
			]
		},
		{
			"name": "Reefclaw",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Reefclaw.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Reefclaw",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "EATING REEFCLAWS",
							"entries": [
								"Reefclaws amass no treasure, but their meat\u2014if kept fresh\u2014can be sold in the right markets. However, in an increasing number of places, the practice of eating reefclaws has fallen out of favor\u2014which means, of course, that the reefclaw market has simply shifted to black-market butchers, where all manner of meat gathered from dubious sources is available for purchase, and the value has increased accordingly."
							]
						},
						"Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw's oversized claws are powerful weapons with their vicelike grip and the ability to inject potent venom into unfortunate prey.",
						"While reefclaws can't speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds. The creatures sometimes listen to conversations, either to gain intelligence on the best place to ambush aquatic or land-dwelling prey, or merely for entertainment value\u2014reefclaws are particularly fond of listening to people with high-pitched voices. Reefclaws are usually solitary hunters, but small swarms of female reefclaws have been known to gather around a single male for mating purposes or together for the communal raising of their broods. In the latter case, the females will perform widespread hunts in order to bring back a large enough bounty to feed their young. Such hunting parties are extremely dangerous\u2014they've been known to tip over small fishing boats and attack those who fall overboard.",
						"Once a reefclaw has decided upon a course of action, it follows through even if doing so spells its own end. More than one reefclaw survivor has said that the creature released its bone-crushing grasp only after its brains were leaking from its broken skull, and even then the reefclaw was able to perform a terrible last slash as part of its dying breath. During mating season, female reefclaws are often a little more pragmatic and release their prey before endangering themselves and their offspring.",
						"Despite their intelligence and the accompanying moral quandaries, reefclaws frequently find their way onto the dinner plates of land-dwelling hunters such as humans and hobgoblins. According to those who have a taste for reefclaw flesh, the meat is either delectably sweet (for reefclaws raised in colder waters) or slightly tangy (in the case of warm-water reefclaws). Most civilized people who know of reefclaws' intellect find the act of eating them distasteful, but this does not dissuade unscrupulous nobles in coastal regions, for whom reefclaw meat is a delicacy well worth the expense. Likewise, fisherfolk whose focus is on the bottom line of their ledgers are more than willing to hunt the dangerous creatures\u2014or, even better, hire out the task to naive adventurers."
					]
				}
			]
		},
		{
			"name": "Remorhaz",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Remorhaz.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Remorhaz",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ANCIENT REMORHAZES",
							"entries": [
								"A remorhaz has an unusual life cycle. A remorhaz that survives long enough (typically a century) without succumbing to violence melts a deep hole in the ice and hibernates for several hundred years, growing slowly as its internal heat sources transform it into something new\u2014a creature known as a frost worm."
							]
						},
						"A remorhaz is an enormous arctic predator that resembles a multilegged insect with draconic features. This monster has chitinous plates and more than a score segmented legs, a multipartite maw, and winglike growths flanking its head. The most unusual aspect of the creature, however, is its internal heat, which burns with such intensity that it causes the armored plates on the creature's back to become superheated whenever the beast is agitated.",
						"Remorhazes are carnivores. Their diet includes arctic animals such as elk, but a hungry remorhaz readily devours anything it can catch and kill. It commonly lurks beneath ice or snow and ambushes prey with a sudden upward strike. Many victims die before even knowing what attacked them.",
						"Those who survive the worm's initial onslaught must face not only its deadly jaws, but also its hideously hot body. This heat can melt weapons, scorch armor, and burn flesh\u2014all tactics the remorhaz uses to disable and defeat its foes. A remorhaz's internal fire allows it to burrow through ice and snow with ease. It leaves smooth tunnels in its wake as melted ice refreezes to leave the telltale signs of its passage.",
						"Most people underestimate a remorhaz's intelligence, assuming it to be a mere animal. However, remorhazes are capable of learning languages. Frost giants in particular use this trait to form alliances with them. The giants provide food, protection, and shelter for the worm, and in return the remorhaz acts as a guard beast and helps the giants build fortresses and forge metal weapons. The giants also employ the worms as war beasts, using them to undermine enemy positions."
					]
				}
			]
		},
		{
			"name": "Roc",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Roc.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Roc",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ROC RESOURCES",
							"entries": [
								"While most treasure a roc may possess is incidental\u2014the remains of prey haphazardly scattered in or around the nest\u2014roc feathers, especially white or gold ones, are highly prized in certain markets. Even more valuable are roc eggs, especially to some giants who enjoy their unique flavor."
							]
						},
						"Legendarily massive raptors capable of carrying off elephants as prey, rocs are typically about 30 feet long from beak to tail and have a wingspan of 80 feet or more. While their beaks are hooked to rip flesh from bone, their hunting strategy involves grabbing their prey in their powerful talons and then dropping it from great heights before feeding. This method creates a massive amount of carrion, which guarantees that rocs are followed by flocks of opportunistic scavengers, such as ravens and buzzards, who find it easy to steal bits of the larger birds' meals. Rocs, for the most part, don't mind these creatures, which sometimes get gobbled up along with the rest of the roc's food.",
						"Rocs usually nest among mountaintops and cliffs inaccessible to all but the bravest of terrestrial dwellers. They are long-range predators that hunt both land and sea in search for massive prey to sustain them and their young.",
						"Rocs are antisocial and lone hunters who compete with each other in fierce aerial battles to protect territory. But about once a decade, a mating couple pairs up to raise their chicks. Once the chicks are old enough to hunt on their own, the parents separate to once again engage in lone hunting.",
						"Particularly skilled druids or rangers might capture and train a roc to serve as a flying mount or hunting companion, though examples of such an incredible feat of domestication are few and far between. The easiest way to rear a roc is to do so from the moment it hatches, since the chick imprints on the first creature it sees. Acquiring a roc egg is by no means an easy feat, though, and is often a death sentence for the would-be egg-snatcher."
					]
				}
			]
		},
		{
			"name": "Roper",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Roper.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Roper",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ROPER TREASURE",
							"entries": [
								"A roper keeps treasure from its past victims, often enjoying the items as mementos of prior conversations or delicious flavors. In addition, roper gizzards often collect small trinkets and gems from those who have been gobbled whole. Experienced Darklands adventurers have all sorts of tall tales of the strange and unexpected findings discovered in a roper gizzard."
							]
						},
						"To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice. Cunning and patient ambush predators, ropers use this to their advantage.",
						"Ropers do not form large societies (although they can often be found living alongside other deep-dwelling denizens), but they often congregate in small clusters and sometimes hunt in groups. 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. Quick-thinking spelunkers can sometimes stave off a roper's appetite by entertaining it with stories or discussions of philosophy, but ropers do not willingly allow such intriguing prey to escape alive. 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, the ropers' appetites win out over their intellectual curiosity\u2014especially in cases where the pets constantly outmaneuver their keepers' wits and patience. A roper is 9 feet tall and weighs 2,200 pounds."
					]
				}
			]
		},
		{
			"name": "Rust Monster",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/RustMonster.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Rust Monster",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "FEARED AND LOATHED",
							"entries": [
								"Very few monsters are as hated by seasoned adventurers as rust monsters, for these creatures are not content to merely kill those who intrude upon their lairs\u2014they eat their hard-won weapons and armor! Many innovative dungeon-dwelling creatures have seized upon this fact, and those that can't arrange for a rust monster guardian to scare adventurers away leave rusted bits of armor with curious markings strewn about, hoping that the mere sight of potential rust monster activity is enough to turn back would-be troublemakers."
							]
						},
						"Found in lost dungeons, deep caves, and abandoned mines, rust monsters are a bane to any adventurers who rely on armor, weapons, or other metal items. These strange-looking creatures grow to about 5 feet long, with four insectile legs and a long tail ending in a four-pronged appendage resembling a tiny windmill. However, it is the rust monster's feathery antennae that strike fear in the hearts of battle-hardened warriors, for a single touch from even just one antenna can reduce an adventurer's most valuable tools to a useless pile of rust.",
						"Rust monsters aren't inherently aggressive creatures, but they're voracious oxidivores, meaning they consume the rust created by their antennae. The creatures savagely attack anything that gets between them and a possible meal, and they relentlessly pursue any source of metal. A rust monster can be distracted by a single metal-rich item, but they are often encountered in groups of three or more, sharply raising the cost of escape.",
						"Rust monsters are a terrible scourge in mining communities. If a group of rust monsters discovers rich veins of ore, they can multiply quickly. By weakening tunnels, attacking workers, and consuming the source of the miners' livelihood, these aberrations have created many mountainside ghost towns."
					]
				}
			]
		},
		{
			"name": "Satyr",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Satyr.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Satyr",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SATYR MUSIC",
							"entries": [
								"A satyr's gear is valuable, particularly his fine panpipes. Satyrs often stow caches of alcohol, rich food, and pieces of fine art (especially erotic art) in hollows and glades they frequent. Depending on the type of music they prefer to play, satyrs may be able to cast different 4th-level enchantment spells, such as paranoia or hideous laughter."
							]
						},
						"To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there's no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society's rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr's advances, however, the satyr has little interest in continuing a conversation and goes off to find more amenable revelers.",
						"The lifestyle of a satyr leaves no room for ongoing affairs or long-term friends. Once his party is over or his lust is satiated, the satyr disappears back into the forest. The offspring satyrs leave behind are satyrs themselves, and usually end up being taken from their cradles by other fey rather than being left in mortals' care. Satyrs are always male.",
						"The untouched beauty of the forest is sacred and precious to a satyr. Brutish intruders who clear-cut trees or massacre animals without eating them risk drawing a satyr's ire. A satyr so provoked uses his spells to undermine foes and attempts to dispatch them either with brutal ambushes or by leading a rush of forest animals to attack.",
						"Other fey, particularly good fey, look upon satyrs as loutish, embarrassing cousins. They're rarely hostile toward satyrs, but most find them insufferable and advise any mortals they like to steer clear of satyrs' glades."
					]
				}
			]
		},
		{
			"name": "Giant Scorpion",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Scorpion_GiantScorpion.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Scorpion",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Scorpion",
								"entries": [
									"These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling monsters, particularly gnolls. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger species."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Scorpion Swarm",
			"source": "B1",
			"_copy": {
				"name": "Scorpion",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Scorpion Swarm",
								"entries": [
									"While a single scorpion is itself a menace, swarms of these vermin can be outright devastating. These skittering droves of death swiftly bring down their prey before devouring everything short of the victim's bones."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Sea Devil Scout",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/SeaDevil_SeaDevilScout.png"
			],
			"_copy": {
				"name": "Sea Devil",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Sea Devil Scout",
								"entries": [
									"Scouts, among the lowliest (and most disposable) of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Sea Devil Brute",
			"source": "B1",
			"_copy": {
				"name": "Sea Devil",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Sea Devil Brute",
								"entries": [
									"Physically imposing sea devils are equipped with some of the best weaponry the community can find, though most are happy to rend their foes using tooth and nail."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Sea Devil Baron",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/SeaDevil_SeaDevilBaron.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Sea Devil",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Sea Devil Baron",
								"entries": [
									"Unlike in many cultures, the highest-ranking sea devils are expected not just to wade into battle alongside their brethren, but to actively lead the campaign."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Graveknight",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Graveknight.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"source": "B1",
					"page": 190,
					"name": "Graveknight",
					"entries": [
						"Graveknights are undead warriors granted unlife by a cursed suit of armor.",
						"{@note You can see the details on how to create a Graveknight {@creaturetemplate Graveknight|b1|here}.}"
					]
				}
			]
		},
		{
			"name": "Sea Serpent",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/SeaSerpent.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Sea Serpent",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SEA SERPENT LAIRS",
							"entries": [
								"While an underwater cave will do, sea serpents prefer to \"build\" lairs by sinking ships. A sea serpent might even create a massive underwater graveyard by crashing several ships in the same location and letting the debris stack up on the ocean floor."
							]
						},
						"These fabled beasts resemble massive snakes with long rows of finned spines down their back. Temperamental and territorial, sea serpents can capsize a boat with ease, and most won't hesitate to do so when hungry or threatened. Stories abound of aggrieved captains who spend their entire lives hunting down the elusive monster that sunk their ships and took their livelihoods. These hunts rely on rumors and glimpses of the beasts, as few survive the catastrophes wrought by sea serpents.",
						"While many fishermen's tales paint sea serpents as divinely appointed guardians of the ocean or, alternately, as evil and demonic agents, the truth is that most sea serpents are simply very large beasts with a knack for avoiding magical detection."
					]
				}
			]
		},
		{
			"name": "Shadow",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Shadow_Shadow.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Shadow",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SHADOW LOCATIONS",
							"entries": [
								"Shadows might lurk in any dimly lit area\u2014a corner in a crumbling ruin, a room lit by flickering candles, or a shaded forest at dusk. They travel to and from the Shadow Plane, though it is unclear if they do so via their own magic or by aligning themselves with a more powerful being capable of such planar shifting."
							]
						},
						"The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies."
					]
				}
			]
		},
		{
			"name": "Greater Shadow",
			"source": "B1",
			"_copy": {
				"name": "Shadow",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Greater Shadow",
								"entries": [
									"Shadows that spend long amounts of time on the Shadow Plane and absorb its magic become greater shadows."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Shambler",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Shambler.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Shambler",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SHAMBLER TREASURE",
							"entries": [
								"Shamblers collect trinkets from their previous victims and store them in small hollows within their bodies. They particularly prize gems, but also like alchemical or magical items that produce electrical effects such as bottled lightning and shock runes."
							]
						},
						"Shamblers are cunning carnivorous plants that resemble heaps of wet, rotting vegetation. Even when standing erect on their stumpy legs, shamblers don't have much in the way of identifiable anatomy; they are tangles of parasitic vines that lash out at prey with their longest creepers, entwined together to deliver powerful blows. Sometimes called \"shambling mounds,\" these ambush predators have a particular fondness for flesh, and are most well known for their ability to hunker down and hide in plain sight. A shambler can draw nutrients from plant matter or soil, but won't do so if it suspects meat might soon wander near, and indeed may lie in wait for days in anticipation of such a meal.",
						"Shamblers are usually solitary creatures. Fierce thunderstorms are among the few events that bring numerous shamblers together. During such gatherings, the plants gather around strange but seemingly sacred earthen mounds in remote jungles and swamps and cavort and caper excitedly, stretching their tendrils toward the sky to hope for\u2014or perhaps to summon\u2014intense lightning strikes. Not only are these strange plants unharmed by even the most powerful electrical strikes, but they seem to become supernaturally empowered by such bursts of raw energy. Shamblers consider being struck by lightning a sign of divine favor, and those shamblers frequently blasted by bolts of electricity become respected (and powerful) elders among their kind. Shambler elders are few and far between and may possess a wide array of abilities; some can cast primal spells, others can empathically call upon the aid of other shamblers in the area, and still others wield awesome powers over electricity.",
						"Other types of shamblers exist, including those composed not of plant matter but fungal growth. These creatures, known as \"spore mounds,\" discharge clouds of toxic spores from their bodies when struck in combat. In semiarid deserts, shambler-like plants called tanglethorns dwell amid sagebrush and rock formations; they resemble bunches of tumbleweeds and cacti and inflict deep, bloody lacerations with their attacks."
					]
				}
			]
		},
		{
			"name": "Great White Shark",
			"source": "B1",
			"_copy": {
				"name": "Shark",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Great White Shark",
								"entries": [
									"An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Megalodon",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Shark_Megalodon.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Shark",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Megalodon",
								"entries": [
									"Prehistoric sharks of incredible size, strength, and ferocity, megalodons scour waters deep and shallow to sate their considerable hunger. The presence of a megalodon undeniably affects the local aquatic ecosystem."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Shining Child",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/ShiningChild.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Shining Child",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ANCIENT GUARDIANS",
							"entries": [
								"The practice of conjuring and binding shining children to serve as guardians of important locations was a popular one in Thassilon. Even today, thousands of years after this empire's fall, adventurers can still encounter shining children in ancient ruins, guarding treasures and forgotten lore from the distant past."
							]
						},
						"Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their abnormally gaunt frames, long white hair, and unnerving, four-fingered hands, shining children are both strangely familiar and otherworldly in appearance, though they are barely visible within the shroud of blinding light they continually emit. Their faces are truly horrible, however, as their overlarge eyes and distended, gaping mouths reveal their heads to be voids filled with unnatural light. Shining children use this light as a weapon, weaving illusions and focusing beams of fiery brilliance.",
						"Because of their reputation as scholars of the alien and the eldritch, shining children are sometimes summoned by powerful wizards or occultists in search of rare knowledge. The creatures never give away their lore without some price, though, and typically demand in return the performance of contemptible deeds that further their inscrutable, far-ranging plans.",
						"These mysterious beings are natives of the Astral Plane. In that vast plane, accretions of metaphysical matter gradually accumulate and eventually coalesce into demiplanes. During this tumultuous process, sparks of living light sometimes shear off the newly formed planes, and these sparks of raw planar energy somehow transform into shining children. Every newly formed demiplane leaves a different mental imprint on its shining \"offspring,\" making it easy for shining children to telepathically recognize their brothers and sisters. Forever trapped in apparently adolescent bodies, shining children dedicate themselves to scholarship and violence with equal measure in a futile effort to understand their roles in the multiverse and the burning injustice of their births.",
						"Shining children confuse most other creatures with their refusal to use individual names in favor of alternating between referring to each other singularly and collectively."
					]
				}
			]
		},
		{
			"name": "Shoggoth",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Shoggoth.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Shoggoth",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "TEKELI-LI",
							"entries": [
								"While a shoggoth's cacophony is a bewildering and eldritch mix of sound and dangerous secrets, the phrase \"tekeli-li\" is the most oft repeated cry, and these mysterious words are always discernible among their wild vocalizations. Sometimes, wild birds that dwell in places haunted by shoggoths seem to cry out this strange phrase, while at others it can be heard on blasts of frozen winds. Attempts to translate the phrase, even via magic, have only ever met with failure, as if the words themselves actively resist revealing their secrets to the world."
							]
						},
						"Although even raving fanatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or a thankfully unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they tend keep to the deepest of ocean trenches or the most remote of caverns and ruins, emerging to spread chaos and destruction in their slimy wakes.",
						"The first shoggoths were created by an alien species to serve as mindless beasts of burden. Their vast bulk, incredible strength, and amorphous nature made them useful slave labor, and their ability to spontaneously form whatever new eyes, mouths, limbs, and other organs they might need made them incredibly versatile. Eventually, the shoggoths developed enough intelligence to rebel against their masters, and now they lurk, patient but potent, in the lightless deeps.",
						"A shoggoth has goals and methods unknowable to humanoid beings. They remember their eons of servitude and, compared to their mysterious masters, humans, elves, dwarves and other intelligent beings are mere specks which crawl upon the surface of the world, indistinguishable from animals. When a shoggoth rolls its immense, hideous body over a band of explorers, engulfing them in a gelatinous press of flesh and gnawing teeth, it is not so much evil as uncaring.",
						"Shoggoths can become the object of worship for humanoid cults dedicated to chaos and entropy. The shoggoth does not respond to this worship, but it can be counted on to consume any hapless victim the cult can capture and sacrifice to it. Rumors of shoggoths that have developed even greater intellects are, one would hope, just that, for the damage a shoggoth capable of reasoning could wreak upon a world is unsettling to say the least."
					]
				}
			]
		},
		{
			"name": "Shuln",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Shuln.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Shuln",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SHULN RESOURCES",
							"entries": [
								"Adventurers who fear encounters with cave worms might seek out a shuln and attempt to lure it along or magically compel it to aid in the fight to come, but the shulnʼs stubborn personality makes such efforts difficult and unreliable. More often, acquiring the shulnʼs saliva is an easier tactic, although the poison must be alchemically preserved if it is to be used as an injury poison, for this foul-smelling liquid breaks down quickly once it drools from the shuln's toothy maw."
							]
						},
						"Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws and fangs nearly unbreakable, this unique physiological trait makes shulns unparalleled burrowers and highly sought by monster hunters who hope to harvest the precious material from their corpses.",
						"Shulns have a ravenous appetite and eat nearly anything they can catch, but their preferred diet consists almost entirely of large invertebrates, especially cave worms. They rely on tiny sensory whiskers that cover their snout and allow them to detect subtle movements in the air and ground without the use of vision. When it detects suitable prey, a shuln bites the target at the first opportunity, injecting it with a potent paralytic toxin present in its saliva. So strong is this poison that it is capable of subduing even the near-unstoppable purple worm, making the shuln a valuable (if dangerous) companion to have for anyone making excursions into worm-infested regions of the Darklands. Shulns' notoriously ill-tempered dispositions and their knack for digging into areas of an underground settlement where digging ought not occur makes them frustrating creatures to keep around, but when the alternative is an unpredictable but deadly visit from an enormous, hungry cave worm, the annoyances are well worth the trouble.",
						"Encounters with much larger shuln-like entities on the Plane of Earth suggest that these creatures may have originated from that place. The larger shulns still retain their elemental qualities, are quite a bit smarter, and have their own suite of earth-themed innate primal spells\u2014but for all that, they still love the taste of cave worm."
					]
				}
			]
		},
		{
			"name": "Simurgh",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Simurgh.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Simurgh",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SERVANTS OF {@deity SHELYN}",
							"entries": [
								"While simurghs can be found in the service of most good-aligned faiths, it is the teachings of {@deity Shelyn}, goddess of art, to which these creatures are most often drawn. A temple of {@deity Shelyn} that has managed to attract the attention and friendship of a simurgh typically honors the creature's privacy and does not boast of the alliance, yet won't hesitate to call for its aid in times of need."
							]
						},
						"Desert-dwelling people consider the sight of a simurgh a herald to a lifetime's worth of luck, and those who are unfamiliar with the majestic beast might mistake it for the avatar of a deity. Beautiful, graceful, and truly gargantuan, the simurgh resembles nothing so much as a massive multicolored bird with the head of an equally enormous and regal lupine. Simurghs act as intermediaries in world-threatening conflicts, serving as agents of good deities or vigilantes who spread their own brand of justice, typically by obliterating or banishing evil extraplanar beings.",
						"Simurghs can live for thousands of years, and because these ancient beings are so rare many doubt their existence. But they are very real, as those who have been aided by a simurgh can enthusiastically attest. A simurgh does not show itself often, but when it does, it is typically in response to a truly grave threat, such as the incursion of an undead army or the rampage of some truly epic monster. Simurghs are nothing if not paragons of righteousness, and goodly heroes can hardly find a better ally in their quest to vanquish evil than a simurgh."
					]
				}
			]
		},
		{
			"name": "Sinspawn",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Sinspawn.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Sinspawn",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "Born of Sin",
							"entries": [
								"Unable to procreate themselves, sinspawn retreated from the world for many centuries following the collapse of the runelords' empire, but in recent years they have emerged from ancient dungeons, strange magical pools, and other forgotten ruins. In certain cases, incredibly powerful artifacts crafted by the runelords known as runewells can siphon off fragments of sinful memories and emotions related to the runewells' associated sins from the souls of people dying nearby, fueling the spontaneous creation of new sinspawn. When enough sinful energies have been gathered within a runewell, it vomits forth a fully grown sinspawn with no prior loyalty to a long-lost runelord. All sinspawn inherently understand the runewells' role in the propagation of their kind, and they often establish small villages near awakened runewells, hunting down sentient beings they can use to propagate their communities."
							]
						},
						"Sinspawn were created by one of seven ancient wizards known collectively as runelords\u2014each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices (see fleshwarp on page 158). It wasn't long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today sinspawn of wrath remain the most numerous and notorious of their kind.",
						"Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn's bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, bearing only slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.",
						"Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn's veins appear to run with gold while envyspawn appear even more wasted than the rest of their kin.",
						{
							"type": "pf2-sidebar",
							"name": "SINSPAWN LOCATION",
							"entries": [
								"Sinspawn are found in regions where sources for their creation remain buried in ancient ruins\u2014in Golarion, this currently limits them to the frontier lands of Varisia. But as they spread, so to does the potential knowledge of crafting more of them, and fleshwarpers around the world are hoping to someday soon craft new sinspawn of their own."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Sinspawn Sins",
							"entries": [
								"When a sinspawn is created, it becomes associated with one of the seven sins: envoy, gluttony, greed, lust, pride, sloth, or wrath. A sinspawn's sin is determined by the {@i runewell} that spawned it or by its creator's preferred sin, and cannot be changed. Each sin grants sinspawn associated with it additional benefits and abilities beyond those described by the sinspawn stat block, as detailed below.",
								{
									"type": "pf2-h4",
									"name": "Envyspawn",
									"entries": [
										"An envyspawn has {@skill Deception} +7 and typically carries a {@item halberd}. They tend to be shorter and thinner than other sinspawn.",
										{
											"type": "attack",
											"range": "Melee",
											"name": "halberd",
											"attack": 10,
											"traits": [
												"versatile <S>",
												"reach <10 feet>"
											],
											"damage": "{@dice 1d10+4} piercing"
										},
										"{@b Sinful Bite} Creatures that critically fail their saves against an envyspawn's sinful bite are {@condition enfeebled 2} for 1 minute."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Gluttonyspawn",
									"entries": [
										"A gluttonyspawn has {@skill Survival} +10 and usually carries a {@item scythe}. They are obese, but hardy and strong.",
										{
											"type": "attack",
											"range": "Melee",
											"name": "scythe",
											"attack": 10,
											"traits": [
												"deadly <d10>",
												"trip"
											],
											"damage": "{@dice 1d10+4} piercing"
										},
										"{@b Sinful Bite} Creatures that critically fail their saves against a gluttonyspawn's sinful bite are {@condition drained 1}."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Greedspawn",
									"entries": [
										"A greedspawn has {@skill Thievery} +9 and typically wields a {@item glaive}. They are the tallest of sinspawn, often 7 feet in height, and with gold-tinged veins.",
										{
											"type": "attack",
											"range": "Melee",
											"name": "glaive",
											"attack": 10,
											"traits": [
												"deadly <d8>",
												"forceful",
												"reach <10 feet>"
											],
											"damage": "{@dice 1d8+4} slashing"
										},
										"{@b Sinful Bite} Creatures that critically fail their saves against a greedspawn's sinful bite are {@condition clumsy 2} for 1 minute."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Lustspawn",
									"entries": [
										"A lustspawn has {@skill Diplomacy} +7 and usually carries a {@item guisarme}. They have attractive bodies, but hideous faces.",
										{
											"type": "attack",
											"range": "Melee",
											"name": "guisarme",
											"attack": 10,
											"traits": [
												"trip",
												"reach <10 feet>"
											],
											"damage": "{@dice 1d10+4} slashing"
										},
										"{@b Sinful Bite} Creatures that critically fail their saves against a lustspawn's sinful bite are {@condition stupefied 2} for 1 minute."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Pridespawn",
									"entries": [
										"A pridespawn has {@skill Intimidation} +7 and often wields a {@item maul}. They are nearly skeletal in their gauntness, and often seek out fine clothes or jewelry to wear, taking strange pleasure in appearing elegant and regal.",
										{
											"type": "attack",
											"range": "Melee",
											"name": "maul",
											"attack": 10,
											"traits": [
												"shove"
											],
											"damage": "{@dice 1d12+4} bludgeoning"
										},
										"{@b Sinful Bite} Creatures that critically fail their saves against a pridespawn's sinful bite are {@condition clumsy 1} and {@condition enfeebled 1} for 1 minute."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Slothspawn",
									"entries": [
										"A slothspawn has {@skill Society} +6 and usually carries a {@item longspear}. Thick rolls of excess skin drape the slothspawn's hunched frame.",
										{
											"type": "attack",
											"range": "Melee",
											"name": "longspear",
											"attack": 10,
											"traits": [
												"reach <10 feet>"
											],
											"damage": "{@dice 1d8+4} piercing"
										},
										"{@b Sinful Bite} Creatures that critically fail their saves against a slothspawn's sinful bite take a \u201310-foot status penalty to their Speeds for 1 minute."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Wrathspawn",
									"entries": [
										"The most commonly encountered of the sinspawn, a wrathspawn has {@skill Athletics} +12 and typically wields a {@item ranseur}. These sinspawn are the bulkiest looking of their kind.",
										{
											"type": "attack",
											"range": "Melee",
											"name": "ranseur",
											"attack": 10,
											"traits": [
												"disarm",
												"reach <10 feet>"
											],
											"damage": "{@dice 1d10+4} piercing"
										},
										"{@b Sinful Bite} Creatures that critically fail their saves against a wrathspawn's sinful bite are {@condition drained 1} as well as {@condition enfeebled 1} for 1 minute."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Skeleton Guard",
			"source": "B1",
			"_copy": {
				"name": "Skeleton",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Skeleton Guard",
								"entries": [
									"The most common skeletal minions are mere guardians."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Skeletal Champion",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Skeleton_SkeletalChampion.png"
			],
			"_copy": {
				"name": "Skeleton",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Skeletal Champion",
								"entries": [
									"These skeletons retain the cunning they possessed in life."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Skeletal Horse",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Skeleton_SkeletalHorse.png"
			],
			"_copy": {
				"name": "Skeleton",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Skeletal Horse",
								"entries": [
									"Skeletal horses are sometimes used as mounts by other undead or monsters."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Skeletal Giant",
			"source": "B1",
			"_copy": {
				"name": "Skeleton",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Skeletal Giant",
								"entries": [
									"The reanimated bones of giants make excellent necromantic thralls."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Skeletal Hulk",
			"source": "B1",
			"_copy": {
				"name": "Skeleton",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Skeletal Hulk",
								"entries": [
									"Huge giants and other enormous creatures make powerful skeletons."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Skulltaker",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Skulltaker.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Skulltaker",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SKULLTAKER INSIGHT",
							"entries": [
								"The cooperation of a skulltaker is a powerful asset, for this whirling mass of death knows the collective memories of the creatures whose bones form its body. Because mountain travelers come from far and wide, the breadth of a skulltaker's knowledge is often vast, spanning a range of topics."
							]
						},
						"Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra."
					]
				}
			]
		},
		{
			"name": "Slurk",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Slurk.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Slurk",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SLURK RIDING",
							"entries": [
								"A willing or broken slurk can be used as a mount by a creature at least one size smaller than the slurk. A slurk's back slime grants its rider a +2 circumstance bonus against any attempts to physically dismount the rider."
							]
						},
						"The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks, which it uses to gore prey and tangle with rival slurks. With the slurk's natural ability to climb walls and cling effortlessly to ceilings, it can be easy for unwary cave explorers to end up on the wrong end of the beast's formidable ivory tusks.",
						"Slurks exude two very different types of foul-smelling secretions from their pale white skin. Large pustules on the slurk's back drip a sticky resin-like slime that quickly hardens upon exposure to air. By flexing its skin, the slurk can burst these pustules in the direction of intruders, covering its foes in sticky goo and severely limiting their ability to withstand the monster's other attacks, including the effects of its other secretion. Glands along the slurk's ventral side excrete an incredibly slippery and fetid grease, which protects the slurk from the immobilizing effects of its own back slime but also has the added benefit of making it extremely difficult to grapple and capture. The best way to discover if a slurk is in the vicinity is to look for hard clumps of such grease, which accumulate and dry in cave corners and amid rock piles where the slurk rests between meals.",
						"Slurks are thought to be descendants of a failed dwarven attempt to domesticate and breed large subterranean frogs as food and labor animals. Despite this apparent failure, slurks are often befriended by others who live underground. The sticky frog-beasts have proven extremely desirable to kobolds, who now domesticate and train slurks as powerful mounts and guardians. While other creatures, particularly boggards, sometimes train slurks to serve as guardians, kobolds remain those who use these creatures the most. A kobold mounted on a slurk will often hide in the upper ledges of a cave, using the advantages of height and surprise to harry foes with ranged attacks. Kobold riders also take advantage of the slurk's ability to climb, and charge at their enemies from the walls of a cavern."
					]
				}
			]
		},
		{
			"name": "Viper",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Snake_Viper.png"
			],
			"_copy": {
				"name": "Snake",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Viper",
								"entries": [
									"Each member of this family of venomous snakes has long, hinged fangs that inject potent venom in their prey. Different vipers inject different types of venom, which might result in paralysis, extreme pain and swelling, blood clotting, or even the sudden stopping of the victim's heart."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ball Python",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Snake_BallPython.png"
			],
			"_copy": {
				"name": "Snake",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Ball Python",
								"entries": [
									"This nonvenomous snake's name comes from its tendency to curl into a ball when frightened, though most people know it for its hunting tactic of coiling around prey and crushing victims with its powerful muscles. Nonetheless, brave herpetologists sometimes keep ball pythons as pets."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Viper",
			"source": "B1",
			"_copy": {
				"name": "Snake",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Viper",
								"entries": [
									"The giant viper's fangs are a frightening sight, with injection tubes as long as daggers. The sheer amount of venom injected by a giant viper can cause severe blood clotting and leave a victim utterly drained of vitality."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Anaconda",
			"source": "B1",
			"_copy": {
				"name": "Snake",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Anaconda",
								"entries": [
									"The monstrous giant anaconda is capable of swallowing whole creatures as big as horses\u2014to say nothing of their riders. Although novice bushwhackers watch out for snakes that might drop on them from the jungle canopy above, giant anacondas are most commonly encountered in ponds and rivers, where they feed on prey including manatees and capybaras."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Soulbound Doll",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/SoulboundDoll.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Soulbound Doll",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "INNATE SPELLS",
							"entries": [
								"A soulbound doll's additional 3rd‐level innate spell depends on its alignment, as listed below. Lawful Good: zone of truth Neutral Good: heroism Chaotic Good: heal Lawful Neutral: nondetection Neutral: wall of thorns Chaotic Neutral: grease Lawful Evil: chilling darkness Neutral Evil: harm Chaotic Evil: vampiric touch"
							]
						},
						"Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons\u2014such as to serve as companions or servants\u2014but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond.",
						"Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred.",
						"Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.",
						"The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll."
					]
				}
			]
		},
		{
			"name": "Sphinx",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Sphinx.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Sphinx",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SPHINX RIDDLES",
							"entries": [
								"Sphinxes are well-known for their love of riddles, a love that often moves beyond into the realm of obsession. A would-be foe who can answer a sphinx's favorite riddles, or better yet, can stump the sphinx with a crafty and creative riddle of their own, can often avoid combat with the monster as well as secure its aid."
							]
						},
						"Sphinxes are mystical beings with the body of a lion, the wings of a great bird, and the upper torso and head of a human. They are often maligned in legends as nothing more than monsters, and though they are quick to anger and are capable of exacting deadly retribution for perceived slights, they are also very intelligent.",
						"Sphinxes are often associated with desert regions, but they can dwell in more moderate climates as well. They form small groups consisting of a single, extended family that hunts and works together to protect and teach their young. As they mature, sphinxes develop a wanderlust, a drive to gather hidden lore and solve the world's greatest riddles\u2014the trait that is perhaps most often identified with their kind.",
						"While sometimes bound into service as guardians for powerful spellcasters, lone sphinxes may also be encountered on journeys of discovery and as purveyors of esoteric lore. If treated with the proper respect\u2014and fed well\u2014a sphinx can demonstrate a willingness to exchange information. Their favorite currency is, of course, riddles and secrets. One who can trade knowledge for knowledge has a much better chance of succeeding while bargaining with a sphinx. However, a sphinx's insatiable thirst for new riddles as well their extensive collection of secrets accumulated over hundreds of years of life\u2014makes it difficult to offer them something they don't already know. Those who attempt to trade petty insight and stale riddles may invoke a sphinx's ire and will not live long enough to regret it."
					]
				}
			]
		},
		{
			"name": "Spider Swarm",
			"source": "B1",
			"_copy": {
				"name": "Spider",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Spider Swarm",
								"entries": [
									"An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Hunting Spider",
			"source": "B1",
			"_copy": {
				"name": "Spider",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Hunting Spider",
								"entries": [
									"Hunting spiders are the most common type of giant spider, though not the largest."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Giant Tarantula",
			"source": "B1",
			"_copy": {
				"name": "Spider",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Tarantula",
								"entries": [
									"Tarantulas are ambush predators, but will attack prey in the open."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Goliath Spider",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Spider_GoliathSpider.png"
			],
			"_copy": {
				"name": "Spider",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Goliath Spider",
								"entries": [
									"Goliath spiders dwell in the deepest jungles, where they build webs as big as temples and feast on prey as large as hippopotami."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Sprite",
			"source": "B1",
			"_copy": {
				"name": "Sprite Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Sprite",
								"entries": [
									"Common sprites are primeval guardians that latch onto a person, place, or object and defend it for their own inscrutable reasons. Their dispositions vary from kind to spiteful, but all sprites have a capricious streak. Being only about 9 inches tall, they are wary of animals that might hunt them, particularly house cats, and prefer flight to a fight. On the other hand, sprites are incredibly curious about all forms of magic and heedlessly gather around ley line nexuses or other places of power."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Grig",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Sprite_Grig.png"
			],
			"_copy": {
				"name": "Sprite Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Grig",
								"entries": [
									"Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to vanquish. Even so, they fight bravely and with great cunning, using their magic and ranged sonic attacks while flying and leaping using their wings and powerful cricket-like lower torsos to stay out of reach."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Pixie",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Sprite_Pixie.png"
			],
			"_copy": {
				"name": "Sprite Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Pixie",
								"entries": [
									{
										"type": "pf2-sidebar",
										"name": "VARIANT PIXIE ARROWS",
										"entries": [
											"Pixies can enchant their arrows with a wide variety of effects, though nearly all such enchantments are designed to charm or bewilder, never maim. Some arrows may emulate the effects of spells such as confusion, fear, hideous laughter, and even suggestion."
										]
									},
									"Insatiably curious, overly excitable, and just a bit puckish, pixies are wanderers and tricksters who use their pixie dust to create all sorts of whimsical situations, as well as to defend themselves. Other creatures often have trouble understanding a pixie's rapid, rambling way of speaking."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Tengu",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Tengu",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "Jinx Eaters",
							"entries": [
								"In the pirate-controlled archipelago of the Shackles, tengus occupy a unique social niche, since many pirates believe that a tengu's presence on board a ship wards off bad luck. Known as \"jinx eaters,\" these tengu are treated as mascots by their pirate crews. Jinx eaters don't mind this treatment, however, since it allows them to escape much of the drudgery associated with working on a ship. When a tengu is sailing with pirates afraid of ill fortune, the claim that \"hunger leads to bad luck\" secures comfort and respect for the jinx eater more effectively than any bribe."
							]
						},
						"Crow-like humanoids, tengus are a canny and clever people who can be found across all of Golarion. Tengus are used to being minorities and facing suspicion wherever they travel, so by necessity many possess a knack for languages as well as for blades. They live on the fringes of society and tend to flock toward less-than-legal occupations, earning them their reputation for being streetwise and unscrupulous\u2014a label that, in turn, perpetuates the tengus' oppressive cycle of discrimination and illegitimate work.",
						"Although humanoid, tengus have very distinct, birdlike features, and many would say that they resemble crows more than they do humans. They have strong, thick beaks, as well as sharp talons at the ends of their arms and legs. Most of a tengu's body is covered in small feathers that range in color from dark brown and midnight blue to glossy black, with lighter colors being rare but not unheard of. Like many avian creatures, tengus have hollow bones, making them much lighter than other humanoids of their size, although few tengus possess the wings necessary to fly naturally. A tengu's speech might be punctuated by quick clucks or throaty cawing, and many tengus practice conversation diligently to rid themselves of these involuntary ticks. Ruffling of the feathers and compulsive, jerky movements of the neck are other trademark habits. Tengus reproduce by laying eggs: the average tengu egg is about 11 inches in diameter and 16 inches tall and takes 4 months to hatch.",
						"Tengus are a people in diaspora and are almost always found within larger kingdoms and communities of other races. Perhaps because they are more visually distinctive than most other humanoid races, tengus tend to be distrusted and persecuted more often than, for example, elves or dwarves. As a result, tengus tend to gather in close-knit social groups composed of other outcasts and people of uncommon ancestry. Few true tengu communities exist, and those that do are often exiled to ghettos and other forgotten city quarters. From an early age, tengus learn that the world is not a friendly place and that they must look out for themselves."
					]
				}
			]
		},
		{
			"name": "Tengu Sneak",
			"source": "B1",
			"_copy": {
				"name": "Tengu",
				"source": "B1"
			},
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Tengu_TenguSneak.png"
			]
		},
		{
			"name": "Terotricus",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Terotricus.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Terotricus",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "TEROTRICUS MYTHS",
							"entries": [
								"The Kellids of Sarkoris dealt with their fair share of terotricuses during the era of the Worldwound, and these people developed unique rituals to purify tainted grounds with the help of ancestral spirits and feathers acquired from celestials. Far south of there, in what is now known as the Sodden Lands, wastelanders who learn of the presence of a terotricus\u2014or \"swampblight,\" as they're called there\u2014carry lanterns blessed by angels in the hopes that these lights will keep the terotricus at bay."
							]
						},
						"The legendary terotricus is a massive slime-mold that hails from the Abyss. Its collective consciousness encapsulates entire regions, spreading as far as its ever-growing cloud of spores will take it. Once it has seeped onto the Material Plane from the Abyssal realm, a terotricus's agenda is to feed on all living creatures, infecting them with its spores, and its presence can spell doom for any in its way.",
						"Terotricuses move by rapidly expanding and contracting their slimy \"bodies,\" which are capable of burrowing through soil, gliding across water, and scrabbling up steep slopes. These behemoths of rot don't need to travel to see their plans come to fruition, though; their spores easily latch onto demons and other denizens of the Abyss, who in turn bring this blight to the Material Plane when the fiends are summoned.",
						"When a terotricus infects a creature with its spores, web-like fungal growths start appearing on the victim's skin until they cover the entire body, at which point the victim's mind is also subdued and bent to the terotricus's will. The terotricus's favored victims include animals, elves, and fey, though it is happy to infect any creature it can catch. Cults of Treerazer occasionally attempt to make contact with a terotricus, but such acts almost always simply result in a new sect of spore-blighted slaves."
					]
				}
			]
		},
		{
			"name": "Treerazer",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Treerazor.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Treerazer",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SPAWN OF CYTH-V'SUG",
							"entries": [
								"Treerazer was once the favored minion and lieutenant (some even say child) of the demon lord Cyth-V'sug, Lord of Fungus and Parasites. After a failed attempt to wrest that role in the Abyss away from Cyth-V'sug, Treerazer fled to the Material Plane. Cyth-V'sug was unable (or perhaps only unwilling) to pursue but took steps to ensure that Treerazer would remain there by exiling him, severing Treerazer's bond to the Abyss\u2014if the Lord of the Blasted Tarn is slain, his animus will not return to the Abyss and reform. Death, to Treerazer, is a permanent thing."
							]
						},
						"Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Abyss itself\u2014a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous foe.",
						"Treerazer rarely leaves his swampy realm of Tanglebriar\u2014a large thicket of tainted foliage and rotting detritus just south of Kyonin's Fierani Forest\u2014but can be encountered anywhere within that toxic mire, often accompanied by a small legion of demons, corrupted fey, and other deadly allies. Certain occult rituals have the power to call him forth from Tanglebriar, granting him the opportunity to directly work his evils beyond the realm to which he has been exiled. Some believe that no eldritch force contains Treerazer and that, were he willing, he could travel Golarion with impunity, spreading the twisted blessings of his touch and the corruption of his presence, yet the Lord of the Blasted Tarn is as cunning and canny as he is deadly, and prefers to work his evils on the world from the safety of his nightmare realm."
					]
				}
			]
		},
		{
			"name": "Troll",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Troll_Troll.png"
			],
			"_copy": {
				"name": "Troll Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Troll",
								"entries": [
									"Common trolls are dim-witted, gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their vicious claws and toothy maws. A troll's endless hunger drives it to consume all variety of living creatures, and it is their ravenous eating habits that fuel trolls' legendary regenerative abilities. Trolls stand anywhere from 12 to 16 feet tall, though they prefer to hunch for comfort and to lull foes into a false sense of security."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Troll King",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Troll_TrollKing.png"
			],
			"_copy": {
				"name": "Troll Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Troll King",
								"entries": [
									"Some trolls have learned the skills necessary to survive well beyond the typical life expectancy for their kind and rally others to follow their lead. These champions develop a number of talents that make them worthy leaders and potent hunters\u2014namely their abilities to willingly boost the rate of their regeneration and to shake off the acid and fire that would hinder it, not to mention a bestial roar that can send would-be predators scurrying off. Troll kings possess a cunning far beyond their younger kin\u2014they know to keep their allies close, and their enemies even closer. If a troll king so much as suspects that one of its followers is plotting to usurp it, retribution is swift and fatal."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Unicorn",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Unicorn.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Unicorn",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ALICORN",
							"entries": [
								"In alchemical and occult circles, \"alicorn\" is the word for the material that makes up a unicorn's horn, also used to describe any object made from that horn. Note that in many markets, alicorn sales are illegal, and those who attempt to sell alicorn are viewed with repugnance\u2014or worse."
							]
						},
						"Symbols of grace and purity, unicorns resemble proud and noble horses. They are typically pure white of coat, but they are best known for the single, delicate horn that extends from the center of their forehead. While unicorns often serve as protectors of unspoiled wilderness and sacred places, they are themselves highly sought after for their horns, which are said to possess potent magical properties. To many, the mere idea of hunting such a magnificent creature in the hopes of severing its horn is utterly reprehensible. Indeed, a de-horned unicorn is a sorry sight, and few such unicorns survive much longer in the wild.",
						"Unicorns are found almost exclusively in remote, unsullied areas of wilderness. Sometimes associated with good-aligned deities, other times associated with nature and the fey, unicorns are always known for their righteousness and nobility. They are wary, at best, of most humanoid creatures, due in large part for poachers' tendency to hunt them for their horns, but unicorns are often rumored to have a weakness for those who are pure of both heart and spirit. Despite some tales, unicorns are equally likely to recognize purity in young men as in young women."
					]
				}
			]
		},
		{
			"name": "Uthul",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Uthul.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Uthul",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "OUTCASTS OF AIR",
							"entries": [
								"Uthuls are thought to be an outcast group of beings that once dwelled on the Plane of Air. It is unclear whether their fury was the reason for their expulsion from that plane or if they grew implacable after being banished. Uthuls do not speak of their history to anyone and simply redouble their unending rage on any who dare to ask."
							]
						},
						"An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning. Although they are clearly elemental in nature, uthuls are nearly always found on the Material Plane, where they hide among natural cloud formations, especially thunderstorms."
					]
				}
			]
		},
		{
			"name": "Vampire Spawn Rogue",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Vampire_VampireSpawnRogue.png"
			],
			"_copy": {
				"name": "Vampire",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Vampire Spawn Rogue",
								"entries": [
									"Vampires use their spawn for infiltration and reconnaissance."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Vampire",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Vampire",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "Building Vampires",
							"entries": [
								"Because vampires can inflict their nature upon any creature whose blood they drink, practically any living monster can become one of these undead horrors. When you need to create a vampire for your game, you can do so in two ways. In most cases, it's more effective to build the vampire from the ground up, using the standard rules for monster creation (this is how the vampire count, vampire spawn, and vampire mastermind presented on these pages were built). Or you can use the guidelines presented under Creating a Vampire to turn an existing creature (or even a player character!) into a vampire, adjusting the monster as you see fit. In either case, specific vampire abilities like coffin restoration, Mist Escape, and Drink Blood work the same.",
								{
									"type": "pf2-title",
									"name": "Vampires and Dhampir"
								},
								"The most common and traditional vampires, as presented here, are known also as the \"moroi.\" They are prevalent in Golarion in the mist-shrouded counties of Ustalav and found in small numbers in almost every nation of the Inner Sea. Other types of vampires include the withered nosferatu, the hopping jiang shi, and the psychic vetala\u2014these vampires share many of the basic traits with moroi but possess new abilities of their own. Dhampir (page 95) can be born of any of these vampire races, though moroi-born dhampir known as svetochers are the most common, especially in the Inner Sea region.",
								{
									"type": "pf2-title",
									"name": "SPAWN LOCATIONS"
								},
								"Vampire spawn live wherever their masters demand. When free of any master, they tend to roam in packs through slums or other urban areas that wouldn't notice a few people going missing.",
								{
									"type": "pf2-title",
									"name": "NON-EVIL VAMPIRES"
								},
								"Non-evil vampires are rare and at odds with their basic nature. Such vampires typically give up a fraction of their power in exchange for some of their lost humanity."
							]
						},
						"Vampires are undead creatures that feed on the blood of the living.",
						{
							"type": "pf2-h3",
							"name": "Creating a Vampire",
							"entries": [
								"{@note You can see {@creatureTemplate vampire|b1|this} entry on the {@pf2etools Creature Templates|creaturetemplates.html} page."
							]
						}
					]
				}
			]
		},
		{
			"name": "Vampire Count",
			"source": "B1",
			"_copy": {
				"name": "Vampire",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Vampire Count",
								"entries": [
									"Vampire counts rule their demesnes through a mix of fear and cruelty."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Vampire Mastermind",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Vampire_VampireMastermind.png"
			],
			"_copy": {
				"name": "Vampire",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Vampire Mastermind",
								"entries": [
									"Vampire masterminds are evil wizards who control entire cabalsand instill fear in the hearts of mortals far and wide."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Warg Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Warg",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "WARG LEGENDS",
							"entries": [
								"Wargs are the subject of many grim tales and campfire stories. Frightening accounts of wargs gobbling up children whole have a disturbing basis in fact, for these ravenous creatures have jaws that can unhinge like those of a serpent to gulp down small prey while the victim yet lives."
							]
						},
						"The warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and other violent humanoids."
					]
				}
			]
		},
		{
			"name": "Warg",
			"source": "B1",
			"_copy": {
				"name": "Warg Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Warg",
								"entries": [
									"Wargs hunt in packs and surround their prey like common wolves, but their cunning and penchant for taunting victims makes them easy to distinguish from their less-intelligent cousins. But despite their intelligence, wargs have simple desires for food and shelter, making them easy for evil humanoids such as orcs and hobgoblins to recruit to protect their camps or join them in battle. Most wargs are amenable to this arrangement, but if food should run out, wargs are more than willing to integrate goblinoid flesh into their diet."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Winter Wolf",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Warg_WinterWolf.png"
			],
			"_copy": {
				"name": "Warg Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Winter Wolf",
								"entries": [
									"Winter wolves are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath and are big enough to easily serve as mounts for orcs and hobgoblins\u2014provided the winter wolf is willing, of course. Like wargs, winter wolves hunt in packs, but unlike their smaller cousins, they have a notable proud streak. When they deign to serve others, they reserve this privilege for larger and more dangerous creatures such as frost giants, renegade yetis, or even white dragons."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Warsworn",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Warsworn.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Warsworn",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ALTERNATE WARSWORNS",
							"entries": [
								"While uniquely terrible, war is not the only tragedy that can lead to mass deaths. Other forms of mass undead, similar to warsworn, can sometimes arise from causes such as famine or disaster. Flamesworn rise from large crowds killed by fire, while plagueborn rise when entire townships or even cities perish to disease."
							]
						},
						"A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle."
					]
				}
			]
		},
		{
			"name": "Giant Wasp",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Wasp_GiantWasp.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Wasp",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Giant Wasp",
								"entries": [
									"Giant wasps are much more dangerous but less common than their smaller kin, and\u2014to the relief of those who encounter them\u2014they tend to be solitary."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Wasp Swarm",
			"source": "B1",
			"_copy": {
				"name": "Wasp",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Wasp Swarm",
								"entries": [
									"Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will\u2014to deadly effect."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Web Lurker",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/WebLurker.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Web Lurker",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "WEB LURKER LAIRS",
							"entries": [
								"Whether alone or in a group, web lurkers hunt in forests, swamps, or scrubby hill lands, constructing structures from their webs high up in trees or within craggy, high canyons, and they surround their territory with traps and snares constructed of the same webbing and natural material."
							]
						},
						"Web lurkers, known also as ettercaps, are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.",
						{
							"type": "pf2-h3",
							"name": "WEB LURKER TRAPS",
							"entries": [
								"The following traps are some used by web lurkers.",
								{
									"type": "data",
									"tag": "hazard",
									"data": {
										"name": "Web Lurker Deadfall",
										"source": "B1",
										"page": 325,
										"level": 3,
										"traits": [
											"mechanical",
											"trap"
										],
										"stealth": {
											"dc": 23
										},
										"description": [
											"A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square."
										],
										"disable": {
											"entries": [
												"{@skill Survival} (trained) or {@skill Thievery} (expert) DC 20 to rearrange the webbing"
											]
										},
										"defenses": {
											"ac": {
												"std": 19
											},
											"savingThrows": {
												"fort": 9,
												"ref": 9,
												"will": null
											}
										},
										"actions": [
											{
												"activity": {
													"number": 1,
													"unit": "reaction"
												},
												"trigger": "A creature steps into the square with the web tripwire.",
												"entries": [
													"All creatures in the trap's 10-foot square take {@damage 2d6} bludgeoning damage (DC 20 basic Reflex save)."
												],
												"type": "ability",
												"style": "compact",
												"name": "Deadfall"
											}
										],
										"reset": null
									}
								},
								{
									"type": "data",
									"tag": "hazard",
									"data": {
										"name": "Web Lurker Noose",
										"source": "B1",
										"page": 325,
										"level": 3,
										"traits": [
											"mechanical",
											"trap"
										],
										"stealth": {
											"dc": 22
										},
										"description": [
											"Discreet webbing at throat level snags a creature that walks into it."
										],
										"disable": {
											"entries": [
												"{@skill Survival} (trained) or {@skill Thievery} (expert) DC 18 to rearrange the webbing"
											]
										},
										"defenses": {
											"ac": {
												"std": 18
											},
											"savingThrows": {
												"fort": 11,
												"ref": 5,
												"will": null
											}
										},
										"actions": [
											{
												"activity": {
													"number": 1,
													"unit": "reaction"
												},
												"traits": [
													"attack"
												],
												"trigger": "A creature steps into the square with the web tripwire.",
												"entries": [
													"The web lurker noose makes a noose {@action Strike} against the triggering creature."
												],
												"type": "ability",
												"style": "compact",
												"name": "Web Noose"
											},
											{
												"type": "attack",
												"range": "Melee",
												"name": "noose",
												"attack": 13,
												"effects": [
													"deadly <d10>"
												],
												"damage": "{@damage 3d6} bludgeoning and the target is {@condition grabbed} and pulled off the ground ({@action Escape} DC 22). The target takes {@damage 1d6} bludgeoning damage at the end of each of its turns as long as it's caught in the noose.",
												"types": [
													"bludgeoning"
												],
												"noMAP": false
											}
										],
										"reset": null
									}
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Wemmuth",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Wemmuth.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Wemmuth",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "WEMMUTH TREASURE",
							"entries": [
								"Wemmuths have little interest in using magical items or accumulating treasure out of a sense of greed, but are smart enough to understand that a few well-placed trinkets and baubles work amazingly well as lures."
							]
						},
						"Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, wemmuths are vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water. Possessing a rudimentary intelligence and an unquenchable thirst for blood, wemmuths lie in wait for most of their lives, growing to incredible size in the bloody soil of their grisly homes. Though the vines that comprise a wemmuth's body are scarcely thicker than rope, a single adult wemmuth system consists of 6 tons of vines, enough to stretch for 6,000 feet if stretched from end to end in a single straight line. Wemmuths never orient themselves this way, however, instead preferring to wrap themselves into massive mounds approximately 15 feet across and equally thick. Although wemmuths are often spotted lazing about, the scent of blood is enough to whip one into a violent frenzy. The creature condenses its entire mass into a sphere of sharp thorns and lashing vines, resembling a hateful tumbleweed the size of an elephant. Wemmuths commonly dig up massive boulders or entire trees from the ground and incorporate them into their rolling mass, using these objects to bolster their defense against many forms of attack or hurling them at faraway foes with terrifying precision.",
						"Some speculate that wemmuths are a form of diabolical corruption let loose upon Golarion by House Thrune of Cheliax, perhaps as a scorched earth tactic against their rivals. Influential nobles from Nirmathas and Molthune both point fingers at one another for the wemmuth's creation, Nirmathas citing Molthune's close ties to Infernal Cheliax and Molthune blaming the primal magic commonly employed by Nirmathas's many druids and rangers. Several Varisian tales describe creatures closely matching the wemmuth's description attempting to apprehend a famous folk trickster, while crusaders from Mendev adhere to the belief that the wemmuths were a blight unleashed upon Golarion by Deskari, former demon lord of locusts, before his defeat at the hands of mortal heroes."
					]
				}
			]
		},
		{
			"name": "Wendigo",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Wendigo.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Wendigo",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "WENDIGO WORSHIP",
							"entries": [
								"Some humanoids who dwell in arctic regions offer tribute to wendigos that hunt near their villages, treating them as gods or spirits of nature that must be appeased. They occasionally perform rites of cannibalism and place fetishes throughout the wilderness to mark the wendigo's domain."
							]
						},
						"Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world."
					]
				}
			]
		},
		{
			"name": "Wererat",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Werecreature_Wererat.png"
			],
			"_copy": {
				"name": "Werecreature",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Wererat",
								"entries": [
									"Wererats tend to be selfishly opportunistic, avaricious, and paranoid as a result of their curse. Because wererats typically dwell in metropolitan areas where they can hide in plain sight, practically any city-goer could be a wererat in disguise\u2014from the quiet shopkeep to the city's criminal mastermind. The bustle of crowds and countless rat-holes make ghettos and shantytowns favored homes for wererats, especially since in these poorer districts the wererat can kill out of greed or fear with little chance of the authorities noticing. In some cities, wererats operate entire thieves' guilds or organized crime rings, and membership requires willfully submitting to the wererat's cursed bite. Wererats look very similar to ratfolk when in hybrid form, apart from potential differences in size, but ratfolk have no love for these monsters."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Werecreature",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Werecreature",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "Building Werecreatures",
							"entries": [
								"The curse of the werecreature comes in myriad forms and can affect any humanoid, allowing you to make a wide variety of werecreatures for your adventures. When you need to create a werecreature for your game, you can do so in one of two ways. You can simply build the werecreature from the ground up, using the standard rules for monster creation (this is how the werebear, wererat, and werewolf presented on these pages were built). Or you can use the guidelines presented under \"Creating Werecreatures\" to turn an existing creature (or even a player character!) into a werecreature. In either case, specific werecreature abilities like Change Shape, curse of the werecreature, and moon frenzy work the same.",
								{
									"type": "pf2-title",
									"name": "RETAINING HUMANITY"
								},
								"Werecreatures are notorious for their murderous rampages in the deep of the night\u2014violence that is often at odds with the afflicted's true nature. Even an honorable town guard or priest could be a murderous werewolf without realizing it, for the werecreature's curse leaves the afflicted with no memory of their nocturnal murder sprees.",
								{
									"type": "pf2-title",
									"name": "WOLFSBANE"
								},
								"{@item Wolfsbane} is a poisonous plant that can cure the curse of the werecreature. It's effective only if consumed before the creature transforms for the first time. If the creature survives wolfsbane's effects without using magic to aid in surviving, the creature can attempt a new saving throw against the curse of the werecreature. On a success, the creature is cured.",
								{
									"type": "pf2-title",
									"name": "OTHER WERECREATURES"
								},
								"In theory, any animal could form the basis for a new type of werecreature, provided the animal in question is at least omnivorous\u2014herbivorous werecreatures are all but unheard of. Werecreatures that rise from insects, arachnids, and similar invertebrate animals are particularly unsettling, though much rarer than werecreatures of vertebrate animals."
							]
						},
						"Werecreatures are humanoids doomed to transform into animals and animalhumanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.",
						{
							"type": "pf2-h3",
							"name": "Afflicted and True Werecreatures",
							"entries": [
								"Werecreatures come in two types: those afflicted with the curse and those born with it (\"true werecreatures\").",
								"One can be born a true werecreature to any werecreature parent. A true werecreature is always a werecreature and retains the same memories and most of the same statistics in all forms. A true werecreature also has full control over its shapechanging except during the full moon, when the transformation is irresistible. There is no known way to break the curse on a true werecreature.",
								"Affected werewolves received their curse from the bite of another werecreature (which could've been an afflicted or true werecreature). An afflicted werecreature may be unaware of its curse because it retains no memories of its transformations, gets no benefit from being a werecreature when not transformed, and has no conscious control over its transformation. An afflicted werecreature's curse can be removed like any other."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Creating Werecreatures",
							"entries": [
								"{@note You can see {@creatureTemplate werecreature|b1|this} entry on the {@pf2etools Creature Templates|creaturetemplates.html} page."
							]
						}
					]
				}
			]
		},
		{
			"name": "Werewolf",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Werecreature_Werewolf.png"
			],
			"_copy": {
				"name": "Werecreature",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Werewolf",
								"entries": [
									"The curse of the werewolf\u2014known as lycanthropy to many\u2014instills in its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves tend to dwell on the fringes of society or in small settlements where, in their humanoid forms, they work as laborers, hunters, farmers, or trappers. At night, however, these same villagers transform into violent killers and sadistic stalkers who prey on their neighbors. Werewolves are the quintessential werecreature, and the first that comes to mind when most people speak of such beings.",
									"Although most werewolves hide their curse by adopting solitary lifestyles, some retain the pack mentality of true wolves. A small group of such werewolves typically forms a family-like pack, with the eldest or most powerful serving as the leader; new pack mates are hand-chosen and inculcated into the family as its influence grows."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Werebear",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Werecreature_Werebear.png"
			],
			"_copy": {
				"name": "Werecreature",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Werebear",
								"entries": [
									"Unlike many other types of werecreature, a werebear does not become malevolent during its involuntary transformations, but is instead filled with righteous conviction. This indignation can still manifest in violent ways, though, as a transformed werebear becomes temporarily blind to its alliances and has little control over its bestial temper. As a result, werebears are loners, rarely even living together as families longer than necessary. Werebears know that as long as they live solitary lives, they can serve as protectors and guardians in wilderness regions without the overwhelming fear that, when the moon is full and the curse takes hold, they will rage against an innocent bystander or loved one. As long as there is nothing around to threaten it or the natural area it protects (typically a forest), a werebear in its animal form is generally content to forage and sleep away the night."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Wight",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Wight.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Wight",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "OTHER WIGHTS",
							"entries": [
								"In addition to the wight presented here, many other varieties exist. For example, the covetous cairn wight\u2014ritually created to eternally guard its own wealth or that of its master\u2014haunts barrows, ossuaries, and mausoleums. Unlike other wights, cairn wights can channel their life-draining touch through their melee weapons."
							]
						},
						"Wights are undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased.",
						"As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. Environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instances, can be found in the parts of the world where exposure is a common end. Regardless, wights typically haunt burial grounds, catacombs, or other places of the dead. But their hunger is targeted toward the living\u2014those individuals who remind them of the shackles of mortality and whom they feel compelled to \"free\" to the state of undeath.",
						"A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.",
						"Durable and sustained as they are by negative energy, wights can last in harsh environments without decaying the way some lesser undead do. They might dwell in high mountain passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries before the passage of an unsuspecting traveler rouses them from their rest."
					]
				}
			]
		},
		{
			"name": "Will-o'-wisp",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/WillOWisp.png"
			],
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Will-o'-wisp",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "EYES OF THE DEAD",
							"entries": [
								"The elder goddess Nhimbaloth, the so-called \"Empty Death,\" is said by many to be the source of all will‐o'‐wisps. Cultists of Nhimbaloth claim she has no true form, but is merely a presence that can be felt by all in danger of a pointless and futile death. These same cultists maintain that all will‐o'‐wisps are Nhimbaloth's eyes, and it is through these fear‐devouring creatures that she looks upon all worlds from an eldritch realm beyond even the very concept of death."
							]
						},
						"Malevolent balls of colored light, will-o'-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. Will-o'-wisps can vary the color and illumination they shed, and delight in mimicking bobbing lanterns or distant fires to draw lost or disoriented travelers off of safe trails. They can extinguish their illumination entirely to become invisible, and they enjoy doing so once their victims are wholly lost and have realized that the bobbing light in the distance isn't, in fact, leading them to safety. Even invisible, however, a will-o'-wisp rarely ventures far from its target, as it feasts upon the panic and dread felt by its victims.",
						"Beneath its glow, a will-o'-wisp's body is a spongy ball approximately 1 foot in diameter and weighing less than 5 pounds. Although most will-o'-wisps are merely translucent, featureless orbs, gaining definition only in the shifting illumination they create, a few have dark mottling that makes them resemble a skull when viewed closely. Will-o'-wisps have no need for mundane nourishment, and in fact lack the ability to consume matter of any kind; they find all the sustenance they need in the terror of nearby creatures. For this reason, they like to work alongside undead that produce terror in their victims. Will-o'-wisps are long-lived, if not effectively immortal, and they have good memories. A cowed or defeated will-o'-wisp can be a good source of lore and information, though acquiring such cooperation from such a sinister monster is no easy feat.",
						"Will-o'-wisps inhabit desolate swamps and forests and are generally active at twilight and after dark. They are therefore reluctant to lead victims into immediately fatal areas such as deadfalls, but instead prefer hazards where their victims suffer over a long time, such as pockets of stale or poisonous air, patches of quicksand, and dens of bigger monsters. According to will-o'-wisps, different types of fear have subtle differences in flavor. The lurking dread in the pit of the stomach that gnaws at those who slowly become aware of the fact that they're lost produces a much different taste than the sudden stark terror of imminent death in the face of a towering monster. Because of this, will-o'-wisps try to vary the ways in which they induce terror in their prey, to ensure they don't tire of certain flavors of fear."
					]
				}
			]
		},
		{
			"name": "Wolf",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Wolf_Wolf.png"
			],
			"_copy": {
				"name": "Wolf Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Wolf",
								"entries": [
									"Wolves live and hunt in packs, which, contrary to popular belief, are not led by the strongest in the group, but typically consist of a mated pair, their pups, and juvenile offspring from previous mating seasons. Offspring generally leave their parents' pack upon reaching maturity, at which point they seek out mates of their own to go form their own packs elsewhere.",
									"Humanoids are not traditionally viewed as prey animals by wolves, but extraordinary circumstances can lead these animals to attack people, especially in winter months and other situations where traditional prey (deer and elk, mainly) is scarce. Some beings, such as powerful vampires, can call upon wolves to aid them in combat."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dire Wolf",
			"source": "B1",
			"_copy": {
				"name": "Wolf Type",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Dire Wolf",
								"entries": [
									"Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and proportionately large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts, finding their vicious tempers perfect for hunting and warfare."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Wraith",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Wraith.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Wraith",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DREAD WRAITHS",
							"entries": [
								"Dread wraiths are much more powerful variants of the standard wraith. A dread wraith is a 9th‐level creature that can drain the life from creatures via its mere presence. Often, a dread wraith commands a small group of normal wraiths, and in life may have been a bloodthirsty warlord or brutal general."
							]
						},
						"Wraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reflect their hatred for the living, and shadowy claws are weapon enough to steal the vitality from their enemies. A wraith may be created by foul necromancy, but more often they are the result of a hermitic murderer or mutilator who even in death could not give up their wicked ways. Further complicating the matter is the fact that wraiths multiply by consuming and transforming the living into more of their foul kind\u2014meaning a handful of wraiths left unchecked can easily turn into a horde of darkness.",
						"Wraiths weigh nothing and are unharmed by most physical attacks. They haunt any place where they can feed on the living, though their vulnerability to sunlight confines them to the shadowy places of the world\u2014places where they can blend in seamlessly with their dark surroundings before silently engulfing their prey.",
						"Wraiths may form packs with others of their kind in places where death and mayhem are commonplace\u2014countrysides ravaged by war, metropolitan underworlds run by criminal overlords, or sites of fiendish cultic rituals. In these places, the living do well to tread with sunrods and powerful clerics in tow. Ruins, sewers, and abandoned buildings provide sanctuary for wraiths during the day, as the creatures hunt exclusively at night or in dark places. Wraiths are smart enough to take advantage of their incorporeality in combat, so they keep to tortuous caverns or structures with hallways and avoid open areas.",
						"As they're formed purely of anti-life from the Negative Energy Plane, wraiths pervade that unholy realm. Within nations and civilizations ruled by the undead, wraiths have places of power as assassins and spies. They're among the ruling class in Geb, but have greater numbers in Ustalav, where packs of wraiths roam graveyards and misty trails, consuming the populations of entire villages. In other parts of the world, wraiths tend not to wander and limit their activity to smaller environs, typically just the site of their chosen haunting and its immediate surroundings."
					]
				}
			]
		},
		{
			"name": "Xulgath Warrior",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Xulgath_XulgathWarrior.png"
			],
			"source": "B1",
			"_copy": {
				"name": "Xulgath",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Xulgath Warrior",
								"entries": [
									"Xulgath warriors strike with fury and eager cruelty, always ready for the next fight. The taking of prizes from battle\u2014including weapons and items stolen from defeated foes along with grislier trophies harvested from fallen victims' flesh\u2014is a popular pursuit among these vicious reptiles, and those whose armor and scales are most adorned are awarded the greatest respect (and perhaps fear) from their kin."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Xulgath Skulker",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Xulgath_XulgathSkulker.png"
			],
			"_copy": {
				"name": "Xulgath",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Xulgath Skulker",
								"entries": [
									"Xulgath warrens are patrolled\u2014some might say \"haunted\"\u2014by the community's skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows and otherwise ambushing foes."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Xulgath Leader",
			"source": "B1",
			"_copy": {
				"name": "Xulgath",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Xulgath Leader",
								"entries": [
									"Xulgath leaders are usually the strongest, most violent members of a community\u2014although in some cases, particularly in larger groups, xulgath tribes are led by powerful demon cultists or other monsters who seek to use the xulgaths as servants or slaves."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Yeti",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Yeti.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Yeti",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "YETI TREASURE",
							"entries": [
								"Lone exiles of yeti clans have little use for treasure and leave the gear of their slain victims behind where it is quickly covered by snowfall. Clan-based yetis, on the other hand, create beautifully carved stonework, some of which they shape into protective talismans of rare beauty."
							]
						},
						"Nearly a myth, the yeti is rarely seen\u2014and even when it is, it is often too late. Yetis dwell amid the highest, most remote peaks of the world, coming down from their snowy mountain holds to raid, steal livestock, and sometimes feed their insatiable urges for slaughter and destruction. Those folks who live at the foot of a yeti-ruled mountain warn of the \"abominable snowmen\": monstrous, fur-covered humanoids who leave strange and bloody tracks in the snow.",
						"Normally yetis seek to protect the world rather than hunt its other civilized denizens. They do so by lairing near eldritch portals that form links between the Material Plane and other, much stranger dimensions of reality. From within these snow-covered arches and ancient stone doorways, aliens, living nightmares, fiends, and worse can emerge through dimensional networks into the world. Yetis who guard these portals sometimes succumb to these horrors and are corrupted, taking on the bloodthirsty urges and horrific behaviors of the very monsters they strive to protect the world against. Yetis who manifest such violent tendencies are driven out of their clan and forced to wander the mountaintops alone, thus giving rise to the myth of the legendary abominable snowman. Forced to fend for themselves, these exiled yetis often fully embrace the corrupting elements that caused their exile in the first place, growing more powerful and more deadly as a result. The most vile of these yetis turn to cannibalism, not out of need, but out of a sheer joy at the terror they inflict upon their kin. Invariably such cannibalistic yetis attract the attention of wendigos, which makes a bad situation all the worse."
					]
				}
			]
		},
		{
			"name": "Zaramuun",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Zaramuun.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Zaramuun",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ZARAMUUN TREASURE",
							"entries": [
								"Zaramuuns collect treasure from mortals they have robbed or sacrificed. They are attracted to gems, rare metals, and potent pieces of crafted earth, particularly powerful magic items associated with the Plane of Earth."
							]
						},
						"Zaramuuns are beings of elemental sand that hide in deserts and wastelands. They disguise themselves as massive dunes before rising up to attack living creatures. The most infamous zaramuuns kill any living creatures they find, but others simply rob their victims of all metal and stone possessions before fleeing. Although zaramuuns insist they are only reclaiming what was taken from their ancestral earth, this is simple self-delusion; most zaramuuns use their stolen goods as payment and material components to conjure fiends, for Zaramuuns were exiled from the Plane of Earth after worshipping fiends who promised to give them power over other elementals. This worship gradually transformed into servitude, and now many zaramuuns believe that if they send enough souls to their masters, they will be set free."
					]
				}
			]
		},
		{
			"name": "Zombie Shambler",
			"source": "B1",
			"_copy": {
				"name": "Zombie",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Zombie Shambler",
								"entries": [
									"A zombie shambler is a slow-moving horror dangerous in larger groups."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Plague Zombie",
			"source": "B1",
			"_copy": {
				"name": "Zombie",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Plague Zombie",
								"entries": [
									"Plague zombies are infested with hideous contagions."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Zombie",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Zombie",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "Creating Zombies",
							"entries": [
								"To create a zombie creature, start with a zombie of the appropriate size. Then add any {@action Strike||Strikes}, Speeds, or other abilities it would gain from its shape. To create a Gargantuan zombie, begin with the zombie hulk, apply the elite adjustments, change its size to Gargantuan, and increase its reach by 5 feet.",
								{
									"type": "pf2-title",
									"name": "RISEN FROM THE GRAVE"
								},
								"Zombies are often created using unwholesome necromantic rituals. Among the living dead, zombies are most often used as fodder, wearing down defenses and consuming resources before more powerful undead arrive to deal the killing blow. Zombies cannot speak or really even think for themselves, but they can be commanded by other allied undead and powerful necromancers."
							]
						},
						"A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.",
						{
							"type": "pf2-h3",
							"name": "Zombie Abilities",
							"entries": [
								"You can modify zombies with the following zombie abilities. Most zombies have one of these abilities; If you give a zombie more, you might want to increase its level and adjust its statistics.",
								{
									"type": "pf2-options",
									"skipSort": true,
									"noColon": true,
									"items": [
										{
											"type": "item",
											"entries": [
												"{@b Disgusting Pustules} ({@trait disease}, {@trait necromancy}) The zombie is covered in pustules that rupture when it takes any piercing damage or any critical hit. In either case, adjacent creatures are hit with vile fluid, causing them to become {@condition sickened 1} unless they succeed at a Fortitude save."
											]
										},
										{
											"type": "item",
											"entries": [
												{
													"type": "ability",
													"style": "compact",
													"name": "Feast",
													"activity": {
														"number": 2,
														"unit": "action"
													},
													"components": [
														"manipulate"
													],
													"entries": [
														"If the zombie is adjacent to a helpless or {@condition unconscious} creature, or a deceased creature that died in the past hour, the zombie can feast upon its flesh to heal itself. This restores an amount of Hit Points equal to the zombie's level. If the creature is alive, the zombie deals damage equal to its jaws, fist, or claw damage."
													]
												}
											]
										},
										{
											"type": "item",
											"entries": [
												"{@b Plague-Ridden} ({@trait disease}, {@trait necromancy}) The zombie carries a plague that can create more of its own kind. This functions as the plague zombie's zombie rot, except at stage 5, the victim rises as another of the zombie's type, rather than a plague zombie."
											]
										},
										{
											"type": "item",
											"entries": [
												"{@b Rotting Aura} ({@trait aura}, {@trait disease}, {@trait necromancy}) The zombie emits an aura of rot and disease that causes wounds to fester and turn sour. Any living creature that starts its turn within 10 feet of the zombie and is not at full Hit Points takes {@damage 1d6} damage as its wounds fester. This damage increases by {@damage 1d6} for every 6 levels the zombie has. Creatures that take a critical hit from the zombie also take this damage immediately."
											]
										},
										{
											"type": "item",
											"entries": [
												"{@b Unkillable} This zombie is nigh unkillable. The zombie loses its weakness to slashing and gains resistance against all damage equal to its level (minimum 3), and it gains weakness equal to twice its level (minimum 6) to critical hits. Increase the zombie's level by 1 if you give it this ability."
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Zombie Brute",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Zombie_ZombieBrute.png"
			],
			"_copy": {
				"name": "Zombie",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Zombie Brute",
								"entries": [
									"Necromantic augmentations have granted this zombie increased size and power."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Zombie Hulk",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Zombie_ZombieHulk.png"
			],
			"_copy": {
				"name": "Zombie",
				"source": "B1",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h3",
								"name": "Zombie Hulk",
								"entries": [
									"These towering horrors are animated from the corpses of monstrosities."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Skeleton",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Skeleton",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "Creating Skeletons",
							"entries": [
								"Start with a skeleton of the appropriate size. (Gargantuan skeletons can use skeletal hulk with the elite template, Gargantuan size, and 5 feet more reach.) Add {@action Strike||Strikes}, Speeds, or other abilities it would gain from its shape. For instance, a chimera skeleton might have a horn attack with its goat head and jaw attacks with its dragon and lion heads, but not a fist attack.",
								{
									"type": "pf2-title",
									"name": "UNLIFE WITHOUT FLESH"
								},
								"The necromantic energies that infuse animated undead skeletons give them the ability to see without eyes and move without muscles. Despite being mindless, skeletons' instinct to evil comes from their corrupt vital essence, perverting negative energy for creation rather than destruction."
							]
						},
						"Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.",
						{
							"type": "pf2-h3",
							"name": "Skeleton Abilities",
							"entries": [
								"Most skeletons have one of these abilities. If you give a skeleton more, you might want to increase its level and adjust its statistics.",
								{
									"type": "pf2-options",
									"skipSort": true,
									"noColon": true,
									"items": [
										{
											"type": "item",
											"entries": [
												"{@b Bloody} The skeleton is covered in dripping blood and gains fast healing equal to its level."
											]
										},
										{
											"type": "item",
											"entries": [
												{
													"type": "ability",
													"style": "compact",
													"name": "Collapse",
													"activity": {
														"number": 1,
														"unit": "reaction"
													},
													"components": [
														"manipulate"
													],
													"trigger": "The skeleton is critically hit.",
													"entries": [
														"The skeleton collapses into a pile of bones and the attack deals only normal damage. The skeleton can reform in a standing position as an action, but until it does, it is {@condition immobilized} and {@condition flat-footed}."
													]
												}
											]
										},
										{
											"type": "item",
											"entries": [
												"{@b Explosive Death} When the skeleton is destroyed, its bones shatter and explode as the necromantic energy holding it together is released. Adjacent creatures take 1d6 slashing damage per 2 levels (minimum 1d6) with a basic Reflex save."
											]
										},
										{
											"type": "item",
											"entries": [
												{
													"name": "Screaming Skull",
													"source": "B1",
													"type": "ability",
													"style": "compact",
													"activity": {
														"number": 2,
														"unit": "action"
													},
													"traits": [
														"auditory",
														"emotion",
														"fear",
														"mental"
													],
													"entries": [
														"The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to {@action Demoralize} each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is {@condition blinded||blind} until then."
													]
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Alghollthu",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Alghollthu",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ALGHOLLTHU DOMAINS",
							"entries": [
								"The ruling castes of the alghollthu species dwell in oceanic depths or underground waterways, while their servitors like ulat-kinis and ugothols can often be found in coastal regions and marshes.",
								{
									"type": "pf2-title",
									"name": "ANCIENT INFLUENCES"
								},
								"The veiled masters influenced the ancient Azlanti, and it was they who invoked the apocalypse of Earthfall to destroy Azlant when humanity grew too prideful. That this act also called down the magical Starstone, an artifact capable of transforming mortals into gods, was an ironic turn of events considering the alghollthus' intolerance for faith.",
								{
									"type": "pf2-title",
									"name": "ALGHOLLTHU TREASURE"
								},
								"Although most alghollthus lack the greed that tempts most mortals, they do gather wealth and magical tools to use in their schemes. A given aboleth or veiled master might also wear magical jewelry and other objects. Faceless stalkers and other humanoid servants of alghollthus use weapons and armor, such as the faceless stalker's sword or ulat-kini's trident, as well as other tools. These servitor races can be as acquisitive as other humanoids.",
								{
									"type": "pf2-title",
									"name": "OTHER ALGHOLLTHUS"
								},
								"While the veiled masters are the rulers of alghollthu society, they are not the most powerful of their kind. Greater, more mysterious creatures that function as organic thought networks, immense aquatic engines of war, or specialized extractors of forgotten secrets dwell among their sunken cities. Meanwhile, the world above remains infested with creatures that were originally created by the alghollthus but have long since drifted away from their aquatic progenitors to become their own sinister monstrosities."
							]
						},
						"In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. Their empires contained countless mortal slaves treated as little more than cattle. Alghollthus shaped their slaves and other creatures using mental manipulation and physically transformative magic. Aberrant horrors from faceless stalkers to mimics can be traced back to this meddling. The rulers of the alghollthu race, the so-called veiled masters, further shaped entire societies by assuming the forms of those they controlled. From the heights of power to the shadows of poverty, the veiled masters manipulated these societies according to their own dark designs, enslaving, killing, or horrifically transforming those who discovered their plans or acted against them.",
						"In time, the alghollthus grew frustrated with their increasingly upstart slave societies and sought to wipe the slate clean\u2014both starting anew and punishing those who had become too willful and rebellious. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the strength of faith and will to survive of their pawns and slaves, and in time the world and its empires recovered and grew strong once again\u2014this time without alghollthu influence.",
						"Today, the alghollthus have retreated from their mass-scale manipulation of the surface world, and they have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitor races like ugothols points to a frightening possibility\u2014that the alghollthus have turned their hateful eyes to the surface once again."
					]
				}
			]
		},
		{
			"name": "Angel",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Angel",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ANGELIC DIVINITIES",
							"entries": [
								"The most powerful angels belong to a category of demigods known as the empyreal lords\u2014a title shared with other powerful good-aligned demigods among the host of archons, azatas, and other inhabitants of the celestial planes. The most powerful and most well-known of the angelic empyreal lords is Sarenrae.",
								{
									"type": "pf2-title",
									"name": "ANGELIC LOCATIONS"
								},
								"Angels normally live on Nirvana or other celestial planes, but their missions can bring them to the Material Plane. Spellcasters can conjure them for aid or advice in times of need, and they can even be found, if rarely, crusading against fiends in Hell, the Abyss, or anywhere in between.",
								{
									"type": "pf2-title",
									"name": "ANGELIC TREASURE"
								},
								"Many angels wear exquisite armor or wield beautiful and often magical weapons. While they are not hampered by mortal sins like greed or pride (save for the very rare and tragic exception), they do enjoy the beauty of fine clothing, exquisite jewelry, and works of art.",
								{
									"type": "pf2-title",
									"name": "OTHER ANGELS"
								},
								"The most powerful angels are known as the solars, but numerous others can be found in Nirvana working their own missions or goals. Angels generally appear as beautiful, often somewhat androgynous humanoids, and the most powerful often possess two or even four sets of feathered wings."
							]
						},
						"The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. The majority of angels are neutral good and live in Nirvana, the plane of virtue and enlightenment. However, some angels, including several angelic deities, have different alignments, and some even dwell on other planes. Regardless of alignment, angels remain benevolent messengers possessed with magical auras to aid their allies."
					]
				}
			]
		},
		{
			"name": "Animated Object",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Animated Object",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ANIMATING OBJECTS",
							"entries": [
								"Most animated objects encountered by adventurers are permanently animated creatures, either created by rituals or given life by infusions of positive energy. Restless spirits, certain ghosts, and other haunting undead influences can also give rise to animated objects, although in cases like the poltergeist (page 264), what appears to be an animated object may merely be an evil force using its magic to hurl furnishings about as weapons.",
								{
									"type": "pf2-title",
									"name": "GUARDED TREASURES"
								},
								"Animated objects are mindless constructs. While this leaves them no concept of the value of treasure, they are often used as guardians for vaults or repositories of valuables. In these cases, the treasures they guard can vary wildly, but should be of a value appropriate for the animated object's level."
							]
						},
						"Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like."
					]
				}
			]
		},
		{
			"name": "Ankhrav Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ankhrav",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ANKHRAV BURROWS",
							"entries": [
								"As if the appearance of a hungry ankhrav in a stretch of farmland isn't bad enough, it almost always indicates the proximity of an ankhrav hive nearby. A disturbing number of ankhravs can infest a lair. However, adventurers brave enough to crawl through the tangled burrows are often rewarded with large amounts of treasure as ankhravs have a habit of dragging their victims back to the deepest corners of their den to feast, usually discarding the remains with most of the gear intact."
							]
						},
						"Ankhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague."
					]
				}
			]
		},
		{
			"name": "Ape",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ape",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GIGANTOPITHECUS",
							"entries": [
								"These fierce kin of orangutans are three times heavier than a gorilla. They are level 4, with statistics roughly akin to an elite gorilla."
							]
						},
						"While many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous."
					]
				}
			]
		},
		{
			"name": "Arboreal",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Arboreal",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "FELLED ARBOREALS",
							"entries": [
								"Arboreals have a great respect for dead members of their species. Their elaborate burial rituals involve laying the fallen arboreal down in a mossy bed in the center of a grove of saplings. The decomposing arboreal nourishes the saplings, ensuring the growth of a new generation of trees.",
								{
									"type": "pf2-title",
									"name": "FUNGUS NETWORKS"
								},
								"Particularly old arboreal regents and other powerful arboreals can tap into the extensive network of fungus that connects the roots of all the trees in the forest. By doing so, the arboreal can learn of threats throughout the entire woodland, even from miles away."
							]
						},
						"Arboreals are guardians of the forest and representatives of the trees. As longlived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk\u2014even elves are fugacious in the eyes of arboreals\u2014and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals' wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build\u2014a trait that serves vengeful members of their kind well."
					]
				}
			]
		},
		{
			"name": "Archon",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Archon",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ARCHON DIVINITIES",
							"entries": [
								"As with angels and azatas, the most powerful of archons are a caste of demigods known collectively as empyreal lords. Each archon empyreal lord is a unique and powerful creature that keeps a domain somewhere in Heaven and is worshipped on Material Plane worlds. Archon divinities serve a variety of goals and focus on different aspects of righteousness. Some, such as Zohls, hold influence over the pursuit of truth and determined investigations, while others, like Damerrich, the demigod of executions, emphasize the punishment of unrepentant wrongdoers and seek to obliterate evil in all its forms.",
								{
									"type": "pf2-title",
									"name": "ARCHON LOCATIONS"
								},
								"While commonly found in Heaven, archons can also be encountered on the fiendish planes in their endless crusade against evil. On the Material Plane they are usually encountered as advisors or saviors to those in need.",
								{
									"type": "pf2-title",
									"name": "ARCHON AESTHETICS"
								},
								"While archons do not seek to gather or maintain wealth, they do appreciate beauty and art, and their domains are often decorated with valuable crafts and creative works. Their armor and weapons are similarly ornate, and they always clean and polish their gear after battle. Archons value order\u2014and thus tidiness\u2014in all things.",
								{
									"type": "pf2-title",
									"name": "OTHER ARCHONS"
								},
								"Many other archons than those presented here patrol Heaven or crusade in the fiendish planes, including the resolute hound archon soldiers and sentinels, and the supreme bastion archons, who rank among Heaven's most powerful defenders."
							]
						},
						"Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of virtue within mortals, teaching the denizens of the Material Plane how to act with honor and integrity, enact just laws, and cast off sin and temptation.",
						"Archons live in the immense seven-tiered mountain of Heaven. They manifest in the Garden at the mountain's peak from mortal souls who answer a mysterious voice. There they swear to forever serve the cause of justice and transform into their new archon forms. Intensely orderly in their metamorphosis, new archons begin as lantern archons or other lesser forms, transforming into ever-greater archons as their virtue and achievements grow. Each archon represents a particular virtue, such as hope, charity, justice, or courage, and they gain strength in the presence of mortals who exemplify this virtue. Due to their extremely lawful nature, archons sometimes find themselves at odds with azatas."
					]
				}
			]
		},
		{
			"name": "Azata",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Azata",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "AZATA DIVINITIES",
							"entries": [
								"The most powerful of all azatas belong to the cast of demigods known as empyreal lords. These lesser deities maintain many cults across many Material Plane worlds, and count among their kind such diverse demigods as Ashava, a protector of lost spirits and dancer in the moonlight; Black Butterfly, a mysterious agent of Desna and patron of the depths of outer space; and Sinashakti, joyful wanderer and deliverer of wisdom to vagabonds.",
								{
									"type": "pf2-title",
									"name": "WANDERING AZATAS"
								},
								"While the idyllic realm of Elysium is the home plane of azatas, their overwhelming curiosity and natural wanderlust often lead them to travel far from this plane. On other planes, they can be seeking to right wrongs, looking for entertainment, or merely exploring to see the sights. More than a few azatas, taken by a whimsical urge to spread their sometimes unwelcome jocosity, see it as their duty to tease uptight or humorless mortal creatures.",
								{
									"type": "pf2-title",
									"name": "AZATA TREASURES"
								},
								"While azatas would like to think they are above material wealth, the truth is that most azatas adore finery and displays of beauty or grandeur. They might explain away bejeweled weapons as necessary tools against the forces of evil, or the wild array of jewelry and silks they wear as important diplomatic tools.",
								{
									"type": "pf2-title",
									"name": "OTHER AZATAS"
								},
								"The wilds of Elysium play host to a wide array of azatas, the most varied and widespread of the celestials. From the foureyed mothlike uinuja to the supernaturally verdant and beautiful veranallia, whose lower body is a wondrous garden of wildflowers and plant life, azatas are nothing if not diverse!"
							]
						},
						"Azatas are manifestations of freedom\u2014kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of the untamable wilds of Elysium, azatas are passionate and mercurial, but also fiercely loyal to those they hold dear. Azatas act quickly and directly against fiendish and otherworldly influences, but they tend to stay out of mortal affairs otherwise, allowing them the ultimate freedom to choose their own destiny. While all azatas cherish freedom, each type exemplifies a particular freedom above others. Many of their kind hold strange knightly and courtly titles that defy mortal classification and shift and change with time and on different occasions rather than following a strict hierarchy. This baffles archons and other more lawful creatures who haven't had much contact with azatas. In actuality, the azatas use their titles as personal flourishes and points of pride, rather than as excuses to order each other around."
					]
				}
			]
		},
		{
			"name": "Barghest Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Barghest",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BARGHEST HERO-GODS",
							"entries": [
								"The four barghests stolen from Hell's kennels by the deity Lamashtu were not the originals of their kind, but they were then and remain today the most powerful. Now they are denizens of the Abyss, dwelling in their own realm adjacent to Lamashtu's domain, and are heavily worshipped by goblins across multiple worlds as \"hero-gods.\" These four barghests include Hadregash the slaver, Venkelvore the torturer, Zarongel the dog slayer, and Zogmugot the scavenger.",
								{
									"type": "pf2-title",
									"name": "BARGHEST CULTS"
								},
								"The barghest hero-gods may be the only ones of their kind capable of granting spells to their clerics, but the idea of adoring worshippers appeals to all barghests. A barghest that completes its transformation into a greater barghest, and thus is no longer morbidly distracted by its hunger, often plays the role of a deity to ignorant groups of goblins or other monsters. To them, the fact that the barghest can't grant spells is irrelevant\u2014rather, their veneration is due the fact that worshipping the barghest is the best way to keep it from devouring the entire tribe."
							]
						},
						"Barghests are lupine fiends with goblinoid faces and humanoid hands. They stalk the Material Plane in search of souls to sate their demonic hunger. Eons ago, barghests dwelled in the pits of Hell and served Asmodeus, but after Lamashtu abducted and adopted the four most powerful of their kind to serve as pets (and in time, as a pantheon of hero-gods worshipped by evil goblins), barghests' loyalties and philosophical nature changed significantly. Today, while barghests retain their connection to goblinoids, they serve none but their own appetites."
					]
				}
			]
		},
		{
			"name": "Bat",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Bat",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BAT LOCATIONS",
							"entries": [
								"Vampire bat swarms roost in colonies wherever they can find shelter from weather, light, and predators, favoring caves, trees, and narrow gorges. Giant bats prefer to dwell in smaller numbers in deep caves, abandoned mines, or the attics of abandoned buildings. Even larger species dwell in the deeper regions of the Darklands, where they are often used as mounts, or even ritualistically slaughtered and then animated as specialized undead guardians of eerie underground cities and nations."
							]
						},
						"A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and oversized bats the size of horses pose much more significant threats to adventurers."
					]
				}
			]
		},
		{
			"name": "Bear",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Bear",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BEAR RESOURCES",
							"entries": [
								"A bear den can contain valuable treasures, such as the remains of less fortunate adventurers who stumbled into a hungry bear's path. Bear furs themselves are valued as rugs, while their claws and fangs make for impressive jewelry or adornments for armor. Bear hide is an excellent resource for hide armor."
							]
						},
						"Bears are ferocious predators typically found in cold or temperate woodlands and hills. Many species of bear exist in addition to the two presented below, such as the smaller (but no less dangerous) black bear or the arctic-dwelling polar bear."
					]
				}
			]
		},
		{
			"name": "Beetle",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Beetle",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BEETLE TREASURES",
							"entries": [
								"Beetles do not collect treasure, but the two light-producing organs of a flash beetle can be recovered from the creature and used for illumination-based chemical recipes, spell components, and magic item creation.",
								{
									"type": "pf2-title",
									"name": "BEETLE SPECIES"
								},
								"Numerous other species of giant beetle exist in the wilds. Duergars train deep-dwelling beetles as mounts and guardians. Bombardier beetles can spew caustic acid as a potent attack. And the truly immense goliath beetles can devastate entire buildings or even castles with frightening ease."
							]
						},
						"Not all beetles are harmless creatures that can be easily crushed underfoot. Oversized and ravenous giant beetles can be found throughout the temperate and tropical regions of the world. They are often benign creatures, though when threatened or roused, giant beetles are quite dangerous. Their powerful mandibles and tough exoskeletons make for a challenging combatant."
					]
				}
			]
		},
		{
			"name": "Boar Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Boar",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BOAR RESOURCES",
							"entries": [
								"A boar's carcass typically provides enough meat for 100 meals or more, as well as hide and bristles that can be used for crafting.",
								{
									"type": "pf2-title",
									"name": "BOAR LOCATIONS"
								},
								"Boars can be found in almost any environment, from forests to deserts, warm or cold, including even high-altitude mountainous regions. They tend to prefer forests, marshes, and meadows. Daeodons are likewise found in such regions but generally prefer remote reaches far from civilization."
							]
						},
						"While domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the lumbering, primeval beasts known as daeodons are less so. Voracious eaters, boars can ravage the countryside in which they live. Boars breed freely, and a pair of boars can rapidly grow to a large family. Boars are a particular nuisance to farmers, as they break into food stores and root through gardens to sate their hunger."
					]
				}
			]
		},
		{
			"name": "Boggard",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Boggard",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BOGGARD VILLAGES",
							"entries": [
								"Boggards prefer to dwell in swamplands and mires. Though they are at home in the water, they prefer to spend most of their lives on land, and build villages of mud huts. They often keep guardian beasts, such as bloodseekers (page 42), crocodiles (page 67), giant frogs, or other feral animals tamed (if only just barely) to serve as protectors.",
								{
									"type": "pf2-title",
									"name": "GOGUNTA"
								},
								"Gogunta is the patron of the boggard people, many of whom worship her as their goddess. Edicts sacrifice creatures by drowning them, frolic or sing in swamps, feed or aid amphibians Anathema grant mercy to boggards who worship other gods Follower Alignments CE DEVOTEE BENEFITS Divine Font harm Divine Skill {@skill Intimidation} Favored Weapon whip Domains indulgence, might, tyranny, water Cleric Spells 1st: jump, 3rd: stinking cloud, 5th: black tentacles"
							]
						},
						"Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develops arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare\u2014everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic."
					]
				}
			]
		},
		{
			"name": "Bugbear",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Bugbear",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BUGBEAR LAIRS",
							"entries": [
								"Bugbears live in small gangs that often prowl together, working as a group to sow torment. They keep their lairs in hard-to-find places deep in the forest or hills.",
								{
									"type": "pf2-title",
									"name": "BUGBEAR TREASURE"
								},
								"Though bugbears don't have much concern for treasure, they're prone to keeping gruesome trophies. Some might keep a leather cord strung with ears from their victims, while others collect severed fingers or noses. Bits of valuable jewelry can sometimes remain on these grisly prizes."
							]
						},
						"These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear."
					]
				}
			]
		},
		{
			"name": "Caligni",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Caligni",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CALIGNI TREASURE",
							"entries": [
								"Many calignis hide shiny baubles and trinkets beneath their dark rags, keeping them out of sight of their greedy kin. They also keep several doses of black smear poison on hand to incapacitate foes.",
								{
									"type": "pf2-title",
									"name": "THE CALIGNI LEGACY"
								},
								"The calignis are descendants of humans who, millennia ago, fled underground to escape a devastating cataclysm and begged malevolent, shadowy demigods known only as the Forsaken for salvation. The Forsaken warped the refugees into tough survivors, but at a price: every caligni that dies combusts in a burst of energy that provides a scrap of soul energy to the Forsaken. The greatest irony of the caligni's bargain is that the Forsaken themselves mysteriously vanished long ago and no longer answer pleas or prayers. Today, caligni still burst into light upon death, but their soul energy no longer feeds a mysterious pantheon of shadowy divinities."
							]
						},
						"Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined by supernatural traditions and influences in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Some surface dwellers call the caligni \"dark folk,\" a term they dislike because it doesn't reflect either their appearance or character, only their environment."
					]
				}
			]
		},
		{
			"name": "Cat",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Cat",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DOMESTICATING BIG CATS",
							"entries": [
								"While it's common practice to keep a house cat in the home to ward off unwanted rodents, keeping a big cat for a pet is a different matter entirely. Nevertheless, up-and-coming merchant lords, impetuous princes and princesses, and status-obsessed nobles have tried to do just that, often resulting only in terrified house staff and ruined upholstery. Many among the idle rich will gladly pay for the services of an unscrupulous druid or ranger who promises to help them achieve their dreams of an oversized feline friend, but the dire risks of such an endeavor are enough to dissuade even the greediest would-be animal trainers from even attempting the feat.",
								{
									"type": "pf2-title",
									"name": "CAT LOCATIONS"
								},
								"Leopards are exceptionally adaptable, able to survive in any grassland, forest, or jungle, and even the fringes of deserts.",
								"Lions live in grassy plains and savannas, although species adapted for temperate environs that dwell in mountains exist as well. Male mountain lions lack the mane of their somewhat larger grassland-dwelling kin, but are no less dangerous.",
								"While tigers are most common in forests, they also inhabit grasslands and savannas as long as vegetation is dense, and their dens are often found in caves.",
								"Smilodons live in wooded and grassland areas."
							]
						},
						"Few predators of the natural world can match the cat's talent for stalking and stealth."
					]
				}
			]
		},
		{
			"name": "Catfolk",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Catfolk",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "THE CATFOLK NATION",
							"entries": [
								"Catfolk claim to hail from a faroff nation called Murraseth in southern Garund. It is a nation rumored to hold a dark secret at its center, the details of which its discreet inhabitants do not willingly divulge to outsiders. Indeed, few adventurers from the Inner Sea region have managed to gain entrance to Murraseth, let alone discover any of its mysteries."
							]
						},
						"Lithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an unbridled curiosity. This latter characteristic leads many individual amurruns into trouble, yet this inquisitiveness is paired with a penchant for good fortune that offsets much of their self-induced peril. They accept the term \"catfolk\" as a name for their people with grace and a hint of amusement.",
						"Ever eager to explore and learn, catfolk have spread to other parts of the world from their native nations in the southern tropics, yet never in large groups. A lone catfolk can be found anywhere in the world, but it's rare to find a settlement beyond their traditional national borders. This is due to their innate wanderlust and insatiable wonder. As many a catfolk might say, \"I've lived with my people my whole life, but you? You're new and different! There's so much to learn from you!\"",
						"Longstanding amurrun legends claim the catfolk were first created as guardians and were then charged with protecting the world from those sinister forces that exist at its fringes. Often, this charge manifests as a longstanding opposition to cultists of demon lords, archdevils, and other fiendish demigods. Many catfolk worship the spirits of creation, using serendipitous rituals to attract good fortune and banish ill luck in the spirits' name, while others venerate their own small pantheon of divinities. Those who travel often find comfort in the worship of Desna, whose teachings closely match their own predilections.",
						"Catfolk adapt well to adventuring roles, and can be quite diverse in their areas of study and specialization. Those who follow the traditions of rangers and rogues are perhaps the most commonly encountered, but not overwhelmingly so. Their natural curiosity leads some catfolk to take up mystical arts, training as wizards or following a divine path to become clerics."
					]
				}
			]
		},
		{
			"name": "Cave Worm",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Cave Worm",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BELLY OF THE BEAST",
							"entries": [
								"The adventure need not end simply because the party was ingloriously swallowed whole by a giant cave worm. Perhaps the PCs find an undigested item that helps them survive the inhospitable environ, or maybe the worm regurgitates them in a cavern far off from where they started. Whatever the specifics, you can easily draw from folklore and popular fiction to create your own \"belly of the worm\" adventure for heroes who wind up on the wrong side of the monster's scales.",
								{
									"type": "pf2-title",
									"name": "RAVENOUS TUNNELERS"
								},
								"Cave worms are infamous for being nearly unstoppable and for swallowing their prey whole. A cave worm also ingests earth and minerals as it tunnels. The worm processes some of these minerals, resulting in its armored hide and toxic sting, while it leaves others behind\u2014often including treasure or other valuables that incidentally serve to lure explorers into the worm's proximity and, more often than not, its gullet. While not completely mindless, cave worms are difficult to train, and most attempts to domesticate them (in theory, a cave worm would make an excellent mining resource) result in disaster.",
								{
									"type": "pf2-title",
									"name": "NOTORIOUS WORMS"
								},
								"Some societies view the immense cave worms as natural disasters or incarnations of wrathful gods. Cave worms that have been active in a region often become part of that area's local lore. For example, in the notorious Cinderlands of eastern Varisia, Shoanti have long told tales of Cindermaw, an immense crimson worm viewed by some as worthy of worship, and by others as the ultimate test of bravery.",
								{
									"type": "pf2-title",
									"name": "CAVE WORM GUARDIANS"
								},
								"Cave worms are notoriously dim witted, driven primarily by purely animalistic needs to feed and reproduce. This hasn't prevented attempts to use them as guardians for their lairs, if not to tame them. Magic can be used to maintain control over a worm, but gifted, patient, and brave animal trainers can condition cave worms to serve in all manner of roles, such as living siege engines, shocking methods of executing foes, or merely pets."
							]
						},
						"Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive colorations, these worms are ravenous and display overwhelming destructive capabilities. Cave worms of different colors and abilities lurk in the more remote corners of the world\u2014tales speak of white worms that dwell within immense glaciers or icebergs and gray worms that burrow through the boneyards of long-forgotten ruins, to name a few."
					]
				}
			]
		},
		{
			"name": "Centipede",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Centipede",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CENTIPEDE SPECIES",
							"entries": [
								"Centipedes take nearly countless forms amid nearly every climate, with specific traits and abilities varying wildly between species. Tangled forests, arid deserts, foul sewers, deep caverns, and abandoned buildings are all common haunts for centipedes, from oversized specimens capable of taking down significant prey alone to carpets of frenzied vermin gathered into a dangerous swarm. Larger and more specialized centipedes than the two presented here exist, such as the sleek giant whiptail centipede or the immense titan centipede."
							]
						},
						"Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles to slow and torment their prey with a vicious toxin before they settle down to feed in slow and disgusting leisure."
					]
				}
			]
		},
		{
			"name": "Changeling",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Changeling",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CHANGELING EXILES",
							"entries": [
								"Changelings who resist the Call and abandon the society that raised them become exiles like the one presented on this page\u2014creatures who live solitary lives in the wild and are often driven to desperate measures to survive, taking up the lifestyles of highway bandits or risk-taking wilderness guides."
							]
						},
						"Children of hags, destined to become hags themselves, changelings face a life of conflict. Born of supernatural creatures who kill and consume the child's father, changelings are deposited into their father's society to be raised. These offspring appear to be members of their paternal ancestry, and changelings have been found among dwarves, gnomes, orcs, goblins, and numerous others, but human-ancestry changelings are by far the most common. Within the normal range for their ancestry, changelings tend toward slighter builds, darker hair, and pale complexions, though their most common feature is a nearly universal heterochromia, leading to widespread superstition about individuals with differently colored eyes.",
						"As changelings come of age, they sometimes manifest abilities granted by their hag heritage. Some gain the ability to see in the dark, some grow fingernails long and hard enough to serve as claws, and others gain even stranger abilities specific to their hag mother. For instance, dream mays, the children of night hags or their cousins the dreamthief hags, can gain an enhanced ability to resist the magic of dreams and sleep. Other types of changelings include slag mays, the children of annis hags; callow mays, the children of green hags; brine mays, the children of sea hags; and others for each type of hag. As beings infused with supernatural power, changelings find themselves able to command various traditions of magic, with many drawn to either the occult magic common among hags or primal magic.",
						"At roughly the same time in their lives, many changelings\u2014women in particular\u2014begin to hear the Call, a psychic urging from their hag mother luring them away from the communities that raised them. If followed, the Call eventually leads the changeling to the hag's coven, where they are subjected to terrible rituals that twist them into hags themselves. Some changelings, especially those who have strong social bonds or embrace druidic traditions, are able to resist this Call and continue on with their mortal lives. The fact that the Call disproportionately targets female changelings has led to a widespread misunderstanding that all changelings are female, while in fact male changelings are simply assumed to be members of their paternal ancestry."
					]
				}
			]
		},
		{
			"name": "Crocodile Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Crocodile",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CROCODILE RESOURCES",
							"entries": [
								"A crocodile's skin can be used as leather, and its meat is chewy and mild, though even a large crocodile doesn't usually yield more than 50 pounds of usable meat.",
								{
									"type": "pf2-title",
									"name": "CROCODILE LOCATIONS"
								},
								"Crocodiles often live in warm, tropical areas, either in fresh or salt water. Alligators are found in more varied climates, but only in fresh water. Deinosuchuses, particularly the largest and most dangerous of their kind, prefer estuaries, bays, or other brackish bodies of water connected to both river and sea."
							]
						},
						"Powerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands."
					]
				}
			]
		},
		{
			"name": "Cyclops Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Cyclops",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "LOST CIVILIZATIONS",
							"entries": [
								"Cyclopes dwell in or near the remains of their lost civilizations\u2014notably Ghol-Gan in Garund, Koloran in northwestern Casmaron, and various kingdoms in Iblydos. Ruins of Ghol-Gan still dot the archipelago of the Shackles, and untold numbers of treasures belonging to the ancient cyclops empire still await discovery. Pirates and treasure hunters regularly conduct expeditions in search of lost GholGani relics, but many of these voyages never return. Among those that do, survivors speak of terrible curses, gruesome traps, and one-eyed undead guardians."
							]
						},
						"The cyclopes are violent giants with a tragic past. Although they possess only one eye, they could once see far more than most, possessing occult wisdom and divinatory magic that gave them the mystic ability of foresight. But their legendary oracular powers failed to prevent the fall of their society, and the vast kingdoms of the cyclops long ago collapsed into ruin. Today, cyclopes have forgotten much of what they once knew, and they skulk among the crumbling remains of their fallen cities like forgotten kings and queens gone mad."
					]
				}
			]
		},
		{
			"name": "Daemon",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Daemon",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DAEMONIC DIVINITIES",
							"entries": [
								"Numerous powerful and unique daemon demigods, known collectively as harbingers, rule over swaths of Abaddon. Above these demigods, though, are entities of even greater power\u2014the four Horsemen of the Apocalypse. As the eons go on, the names and identities of specific horsemen change. Currently, they consist of Apollyon (Horseman of Pestilence), Charon (Horseman of Death), Szuriel (Horseman of War), and Trelmarixian (Horseman of Famine). Of these, only Charon has never fallen to an upstart. Some hold that a \"Fifth Horseman\" once ruled over the other four, while others maintain that the eternally eclipsed sun in the skies above Abaddon is all that remains of this long-dead god.",
								{
									"type": "pf2-title",
									"name": "SOUL GEMS AS TREASURE"
								},
								"Soul gems are traded in illicit markets, a tradition celestials and psychopomps alike find vile. Soul gems' value varies, but is generally worth an amount relative to the level of a gem's captive soul.",
								{
									"type": "pf2-title",
									"name": "THE DAEMONIC PARADOX"
								},
								"Daemons embody a fundamental paradox\u2014while they are incarnations of death and seek to devour all that lives, they are themselves living creatures. Some speak of a glorious end time after which reality will finally be free of the contagion that is life itself. Most daemons give no thought to this paradox.",
								{
									"type": "pf2-title",
									"name": "OTHER DAEMONS"
								},
								"As many daemons exist as there are awful ways to die. The bloody sangudaemon personifies death by blood loss, while the skeletal thanadaemon represents death from old age. The most powerful daemons are the olethrodaemons, who represent the massive deaths caused by apocalypses and the end of entire worlds."
							]
						},
						"Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.",
						"While those who summon daemons to the Material Plane usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear.",
						"While all fiends seek to tempt mortals into lives of evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods\u2014not least of which is the cacodaemons' soul gems\u2014to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual \"resource.\""
					]
				}
			]
		},
		{
			"name": "Deep Gnome",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Deep Gnome",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DEEP GNOME FAITH",
							"entries": [
								"While most deep gnomes aren't particularly religious, they respect the spirits of nature, especially those found within earth and stone. Most deep gnome druids, known as \"rockwardens,\" learn Terran, the language of the Plane of Earth, in order to speak with these forces, and some can even entreat with earth elementals. The handful of deep gnome communities of faith tend to worship neutral deities, such as Gozreh, Nethys, Pharasma, and the gnomish goddess Nivi Rhombodazzle. In such areas, a small church to the worshipped god is erected in the center of town and is open to the public around the clock, allowing the deep gnomes to worship as they see fit.",
								{
									"type": "pf2-title",
									"name": "FEW FRIENDS BELOW"
								},
								"Most who dwell in the Darklands are sinister and cruel. While deep gnomes are not, those who seek their aid should remember that they don't welcome strangers with open arms. In the brutal Darklands, such traits are seized upon by its denizens and treated as much as weaknesses as they are strengths."
							]
						},
						"These distant cousins to gnomes are reclusive, underground dwellers. Svirfneblins, as deep gnomes call themselves, have skin the color of gray or brown stone. While deep gnome males are bald, women have thin, pale-gray hair, and all have the large, expressive eyes typical among all gnomes. A deep gnome is 3 feet tall and weighs approximately 65 pounds. Deep gnomes rarely interact with those outside of their small cavern communities, and they are slow to trust outsiders, sometimes keeping them imprisoned for years simply to prevent them from informing others of the deep gnome settlement.",
						"The first deep gnomes rose in the underground world some time after their early gnome ancestors migrated from the First World to Golarion. A group of these migrants elected to settle underground instead of on the surface, and it was from these gnomes that the svirfneblin came to be. Some believe the gnomes chose the Darklands as their home to watch for and stop any evil fey who might infiltrate the underground region, but much like the exact reasons for the gnomes' relocation, their motivation has been lost to time. Thousands of years of living in subterranean caverns with little to no light transformed the physical characteristics of the gnomes living there into those of the deep gnome of today.",
						"Though deep gnomes may seem dour and recalcitrant at first glance, they retain the fey blood of their ancestors. In fact, deep gnomes are sometimes more emotionally erratic than their gnome cousins, lashing out violently at what seems like the smallest provocation. Such an explosion is often followed by an extended period of quiet brooding. Despite this, deep gnome communities are close-knit, as each citizen knows when to give the others the space they require to process their feelings.",
						"Many deep gnome settlements have clashed with nearby duergar (pages 138\u2013139) communities for myriad reasons: resources, territory, and even religion and morality. Over the centuries, some of these disputes have evolved into full wars, with many lives lost on both sides. Neither deep gnomes nor duergars are particularly proud of these conflicts, but both insist they were in the right each time. The ferocity with which most duergars fight has left a deep impression on the psyches of some deep gnome communities, leading them to distrust all dwarves and dwarf-like ancestries even more than other strangers. This can result in non-duergar dwarves being driven off from deep gnome cities before being able to explain themselves. A dwarf and even those traveling with a dwarf require patience and tenacity when attempting to deal with deep gnomes holding such views. Svirfneblins value crafting and many decorate their cavernous homes with paintings on the walls, often incorporating the rock in clever ways. They also value crystals and gems, making jewelry and beads that they string through their hair."
					]
				}
			]
		},
		{
			"name": "Demon",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Demon",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DEMONIC DEITIES",
							"entries": [
								"The most powerful demons are known as demon lords (the term is gender neutral in this case). Of these divinities, Lamashtu is the most powerful. Countless other demon lords exist, including Abraxas, Cyth-V'sug, Kabriri, and Zura.",
								{
									"type": "pf2-title",
									"name": "THE NATURE OF CHAOS"
								},
								"Some say that the nature of chaos inherently precludes cooperation and subtlety, but demons are proof of the fallacy of this claim.",
								{
									"type": "pf2-title",
									"name": "WHAT MAKES A SIN?"
								},
								"Some classify sin into seven categories\u2014envy, gluttony, greed, lust, pride, sloth, and wrath. While these sins embody some of the most powerful and numerous demons, far more than seven demons exist. Any act of cruelty or destruction a mortal takes to gratify the self at others' expense is, in effect, a sin, and any such act can spawn a demon from a soul in the afterlife.",
								{
									"type": "pf2-title",
									"name": "DEMONIC POSSESSION"
								},
								"Some demons specialize in the art of possessing creatures or objects to spread fear and chaos. In such cases a demon gains a powerful disguise with which to work its evils upon the world, a subterfuge that delights the demon.",
								{
									"type": "pf2-title",
									"name": "SINFUL DESTRUCTION"
								},
								"While they enjoy causing destruction themselves, most demons prefer to trick and tempt mortals into falling to sin of their own volition.",
								{
									"type": "pf2-title",
									"name": "DEMONIC LOCATIONS"
								},
								"The sprawling, heaving, changing realm of the Abyss is the planar home of demonic life, but demons can be found anywhere the capacity to sin exists. Evil or foolish conjurers are fond of calling upon demons for advice or darker needs. When the Abyss wears through the boundaries of reality to create wound-like portals into other worlds, demons can spill over to wreak incredible havoc.",
								{
									"type": "pf2-title",
									"name": "DEMONIC SOURCES"
								},
								"When a sinful mortal soul is consigned to the Abyss, it spends time wallowing in the mire and feeding on filth. If it survives and is not itself eaten, the soul eventually ascends into a demon, as influenced by the nature of its sin, yet most demons are themselves capable of reproduction as well. The fecundity of demonic life is perhaps the greatest\u2014and most threatening\u2014aspect of these dangerous fiends.",
								{
									"type": "pf2-title",
									"name": "OTHER DEMONS"
								},
								"The Abyss may be the largest of the Outer Planes, and mortals have an equally large capacity to betray themselves, society, and the natural order of reality. With this limitless source for increasingly specialized sins, the Abyss is constantly generating new types of demons to plague reality. While the vast majority of these are swiftly destroyed and never rise again, enough survive that dozens, if not hundreds, of types of demons are known to exist beyond those listed here. The shadowy invidiak is a demon without a body, born of envious souls. The goat-faced, flame-hooved brimorak rises from the souls of arsonists. Slimy, horned blood demons spawn from assassins, boar demons from the greedy... the list goes on and on."
							]
						},
						"When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend\u2014a demon. Demons are living incarnations of sin\u2014be they classic sins like wrath or gluttony, or more \"specialized\" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold\u2014the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a neverending supply of new demons to bolster their ever-growing ranks in the Abyss."
					]
				}
			]
		},
		{
			"name": "Dero",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Dero",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "THE SUN! IT BURNS!",
							"entries": [
								"Deros are fixated with curing their allergy to sunlight. To understand how the surface dwellers can withstand the light of the sun, deros conduct late-night raids on surface cities, abducting victims and performing terrible experiments on them. Those who survive are often returned with much of their memory erased and their bodies bearing mysterious scars. When these repressed memories surface, they lead to wild, hazy recollections of being abducted.",
								{
									"type": "pf2-title",
									"name": "CYTILLESH"
								},
								"Deros grow and ingest a poisonous fungus called cytillesh, also known as brain mold. Cytillesh gives off a pale blue glow and can cause birth defects and various adverse effects. Deros aren't fazed by these detriments, as prolonged exposure can also slow the effects of aging and, in rare cases, provide occult powers to certain individuals known as \"magisters.\" Deros can also brew cytillesh spores into a poison that creates delusions and hallucinations."
							]
						},
						"Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world's surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects. A dero is 3 feet tall and weighs approximately 70 pounds."
					]
				}
			]
		},
		{
			"name": "Devil",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Devil",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DIABOLIC DIVINITIES",
							"entries": [
								"Many unique and powerful devils hold positions of power in Hell. The most numerous of these are the infernal dukes, many of whom were promoted to this position from already impressive statures as pit fiends. The supreme ruler of Hell itself is Asmodeus, the Prince of Darkness. Between these two tiers rule the eight archdevils\u2014see the sidebar on the facing page.",
								{
									"type": "pf2-title",
									"name": "ARCHDEVILS"
								},
								"At any one time, eight archdevils rule the eight upper layers of Hell, while the deepest layer is ruled by Asmodeus. Each archdevil is a unique demigod with a dedicated role in guiding the infernal machine forward. Barbatos is the doorwarden of Hellʼs uppermost layer, while Dispater rules Hellʼs largest city. Mammon guards Hellʼs treasuries, and Belial designs new weapons for Hellʼs legions. Geryon is the oldest archdevil and keeper of many secrets, while Moloch leads Hellʼs armies. Baalzebul is a brooding archdevil who has fallen from Asmodeusʼs favor, while mighty Mephistopheles was formed from the plane of Hell itself.",
								{
									"type": "pf2-title",
									"name": "FIENDISH RELATIONS"
								},
								"Devils view daemonsʼ constant hunt for souls as a short-sighted waste of potential, and demonsʼ chaotic destruction of society and flesh as uncivilized and obnoxious, but they do not loathe their fiendish counterparts. Indeed, most devils are more than willing to take advantage of daemons and demons as they can to further their own machinations.",
								{
									"type": "pf2-title",
									"name": "DIABOLIC LOCATIONS"
								},
								"The nine layers of Hell are the planar home of all devils, and they much prefer its tyrannically ordered environs to anywhere else in the multiverse. Yet devils can be encountered anywhere mortals can be tempted by infernal bargains or seek diabolic aid. On Golarion, the nation of Cheliax is particularly aligned with Hell. Its government is based upon Hellʼs organization, and the state church is that of Asmodeus.",
								{
									"type": "pf2-title",
									"name": "INFERNAL CONTRACTS"
								},
								"The infernal contracts created by contract devils are not the only ways a devil can engage a mortal in a binding agreement, but they are the most convenient. Other devils must perform complex rituals or jump through bureaucratic hoops to organize a contract with a mortal, and in most cases the easiest solution for devils in this situation is to simply enlist the aid of a contract devil.",
								{
									"type": "pf2-title",
									"name": "FIRE AND ICE"
								},
								"The classic depiction of Hell is of a burning wasteland of magma and volcanoes, a searing landscape rife with the screaming souls of the damned. Yet those who have visited Hell know the awful truth\u2014for its torments do not cease at eternal burning. Some regions of hell are perpetual frozen reaches of razor-sharp ice and flesh-scouring wind, while others are miasmic swamps filled with poison and disease. Hell does not limit its torturous toolbox merely to the fires for which it is so well known!",
								{
									"type": "pf2-title",
									"name": "OTHER DEVILS"
								},
								"The devils presented on these pages are a small sampling of the torments Hell has to offer. Other devils, like the inquisition-focused bone devils, the cherub-faced and fly-bodied accuser devils, and the aquatic drowning devil are a few examples of these widespread immortal creatures."
							]
						},
						"Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies."
					]
				}
			]
		},
		{
			"name": "Dhampir",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Dhampir",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DHAMPIR LOCATIONS",
							"entries": [
								"Most dhampirs make their homes in urban areas, though some more reclusive individuals claim ruins or dungeons as their domains."
							]
						},
						"As the mortal offspring of a vampire and a living parent, dhampirs occupy an unusual place among the living. Their vampiric parentage lends them elongated incisors, an unearthly beauty and physical grace, a ghostly pallor, and a piercing gaze. Perhaps their most distinctive feature, however, is their connection to negative energy, which heals them, leaving them as vulnerable to positive energy as any undead creature. Though they don't suffer the full range of a vampire's vulnerabilities, they do share certain characteristics with their vampire parent, leading to several distinct dhampir heritages across Golarion. By far the most common dhampirs are svetocher, the children of the more common moroi vampires.",
						"Many dhampirs lived their childhoods as orphans, often because their mortal parents believed their child to be cursed and abandoned them, or perished as a result of a difficult childbirth. Often outcast, some dhampirs leverage their charisma and personal magnetism to manipulate those around them, while others struggle to form relationships. Frequent mistrust of a dhampir's parentage present further challenges when dhampirs attempt to integrate into mortal society. Those who seek out their vampiric parent instead often find themselves considered inferior, rejected as they were with regular mortals but for different reasons. But in regions like Nidal, Geb, and Ustalav, where vampires themselves carry some degree of respect, dhampirs can sometimes find their heritage empowering.",
						"Dhampirs fill countless roles within many communities. Some prefer to blend in as best they can, holding regular jobs and building families (most children born to dhampirs share an ancestry with the dhampir's mortal parent, but a rare few are born as dhampirs themselves). Those who learn to make the most of their inherited charm can achieve a high societal status, whether leveraging traditional avenues of power or gathering followers enamored by the dhampir's abilities. With a lifespan rivaling that of an elf, a dhampir can develop extensive influence and engage in long-reaching schemes of massive scope. Further, their ancestry lends them a proclivity to necromancy and the occult arts."
					]
				}
			]
		},
		{
			"name": "Dinosaur",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Dinosaur",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DINOSAURS IN FANTASY",
							"entries": [
								"At first glance, the inclusion of dinosaurs in a fantasy setting might seem strange, but dinosaurs are an excellent creature to use in a game that bridges the gap between familiar real-world animals and legendary monsters. If having dinosaurs mix freely with lions, manticores, and dragons still seems strange to you, consider having them dwell in remote, primeval lands, as suggested in the sidebars on pages 99\u2013100. On Golarion, dinosaurs do exist in the wilder regions of the world, particularly on the continent of Garund, though they are common enough that PCs might find some on display in a menagerie in a northern city, in use as guardian creatures, or even kept by druids as loyal animal companions.",
								{
									"type": "pf2-title",
									"name": "DINOSAUR RESOURCES"
								},
								"As animals, dinosaurs have little interest in treasure (although velociraptors and deinonychuses, like their bird cousins, enjoy keeping sparkling baubles in their nests), but the remains of adventurers strewn about their lairs often still have valuable gear. Dinosaurs can also be harvested for rare and valuable trophies such as teeth, talons, armor plates, and the like.",
								{
									"type": "pf2-title",
									"name": "DINOSAUR GUARDIANS"
								},
								"As with most animals, dinosaurs can be tamed or domesticated, but the difficulty of this task increases along with the dinosaur's level. Lizardfolk and orcs are fond of using dinosaurs as beasts of burden, workhorses, mounts, or even war beasts. Certain dinosaurs, such as velociraptors and deinonychuses, make excellent trackers as well. The largest and most dangerous dinosaurs, such as the tyrannosaurus, are generally avoided, although more powerful creatures like giants have been known to be able to keep them as pets, guardians, or even brutal executioners. In certain cities, dinosaurs are popularly featured as combatants in blood sports and other gladiatorial battles.",
								{
									"type": "pf2-title",
									"name": "PRIMEVAL LANDS"
								},
								"Dinosaurs fit well into certain types of settings. They're often found in isolated lands like primeval jungle valleys or plateaus\u2014regions known as lost worlds for their inaccessibility and lack of any encroaching civilization. In addition to dinosaurs, other megafauna can exist in these places as well, along with giant insects or aggressive creatures like bulettes, carnivorous plants, chuuls, and drakes. Such regions can make for perilous and intriguing adventure sites, especially if you combine them with ruins of ancient civilizations to explore once the party has navigated the hostile wilderness regions.",
								{
									"type": "pf2-title",
									"name": "HOLLOW WORLDS"
								},
								"Another classic place that dinosaurs are found in fiction are in \"hollow worlds.\" Some campaign settings might not contain entire isolated worlds within them, but many, such as Golarion, have expansive underground lands. The deepest region of the Darklands of Golarion\u2014a realm called Orv\u2014is an optimal place to find a hollow world. Typically infused with magic that allows for jungles to grow deep underground (and sometimes even sunlike orbs that illuminate the lands from above, simulating a day-night cycle), areas such as Deep Tolguth of Orv make perfect places for dinosaurs to roam.",
								{
									"type": "pf2-title",
									"name": "OTHER DINOSAURS"
								},
								"A wide range of dinosaurs are presented on these pages, but any trip to the movies, exploration of dinosaur books, or a quick online search reveals a wealth of additional creatures that could fit into your game as well. Armorheaded pachycephalosaurs, spike-thumbed iguanodons, duck-billed hadrosaurs, sail-backed spinosauruses, and more await discovery by those who would seek out the mysteries of the lost worlds where the thunder lizards still rule!"
							]
						},
						"Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in isolated and remote wildernesses or far underground within magical Darklands caverns. Lizardfolk, orcs, giants, and other monstrous humanoids sometimes use dinosaurs as mounts, guards, or hunting animals. Humans and other ancestries have also been known to collect dinosaurs, be it to display them in menageries or keep them as exotic pets or guardians. Such activities are generally pursuits of the rich or eccentric, but certain druids and other guardians of nature feel strong kinships with dinosaurs as well and take them on as companions. When dinosaurs establish themselves in regions beyond their normal habitats, it is generally the result of these captive creatures escaping into the wild."
					]
				}
			]
		},
		{
			"name": "Dog",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Dog",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "RABIES",
							"entries": [
								"While many societies adore dogs and value them for their loyalty as pets, no affliction other than rabies can reverse sentiments about these creatures quite so easily. While many animals can be afflicted with this debilitating illness, something about a loyal family pet growing feral and violent as a result of the disease makes it that much worse.",
								"Rabies (disease); Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 day); Stage 2 sickened 2 (1 day); Stage 3 confusion (1 day); Stage 4 dead"
							]
						},
						"Dogs are trusted and loyal companions that serve as guardians, protectors, and hunting companions. Their ability to detect prey or predators via scent and their predilection to accompany humanoids makes them ideal pets for most adventurers. There are hundreds of breeds of dogs in the world\u2014from tiny lapdogs who shower their masters in affection to muscular dogs that stand nearly 4 feet high at the shoulder\u2014and they can be found in nearly any place where people reside. Larger breeds might even be used as mounts for smaller adventurers, and some cultures use dogs as beasts of burden capable of pulling sleds loaded with supplies across the icy tundra. Regardless, many adventurers find value in having a dog."
					]
				}
			]
		},
		{
			"name": "Drake",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Drake",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DRAKE ECOLOGY",
							"entries": [
								"Drakes reach maturity and reproduce much earlier than dragons, meaning that they are a far more common threat than their more powerful forebears. Drakes have few qualms about dwelling with one another (provided they are the same species), often establishing dens in pockets of wilderness suitable to their needs, such as swampy grottoes, shallow shoreline caves, or cliffside perches.",
								{
									"type": "pf2-title",
									"name": "DRAKE TREASURE"
								},
								"Drakes share dragon's interest in treasure, but lack dragons' discerning taste. A drake hoard will certainly contain coins, jewelry, gemstones, gear, and even the odd magic item or two, but the bulk of the hoard invariably consists of broken weapons, shiny rocks, bits of junk, and other doubtful pieces of refuse.",
								{
									"type": "pf2-title",
									"name": "DRAKE HUNTERS"
								},
								"The allure of hunting a dragon is difficult to resist for many adventurers, but accomplishing such a task is fraught with peril. Unscrupulous adventurers have been known to instead hunt drakes and use trophies harvested from these creatures to deceive locals.",
								{
									"type": "pf2-title",
									"name": "DRAKE RESOURCES"
								},
								"While every adventurer knows that dragon hide can be crafted into potent armor or weapons, drake hide holds no such intrinsic value. Nonetheless, drake scales and horns are physically impressive, and to the uneducated buyer, might seem at first glance to be legitimate. Unscrupulous leatherworkers have been known to use drake hides to craft and sell counterfeit dragonhide armor, so potential buyers should remain on the lookout for scams.",
								{
									"type": "pf2-title",
									"name": "OTHER DRAKES"
								},
								"The drakes presented on these pages are far from the only types that exist. Forest drakes have green hides, spit acidic clouds, and can be found in temperate woodlands. Rift drakes, among the most powerful of their kind, spit clinging caustic vapors and dwell in badlands and regions scarred by devastating magical disasters. Sea drakes can be found in oceans across the world, lava drakes in volcanic crevasses, mist drakes along coastlines and in salt marshes, and spire drakes in ragged, rocky hills. Undoubtedly, many other types of drakes lurk in the far corners of the world!"
							]
						},
						"Ravenous, bestial, and driven by instinct\u2014drakes are primitive draconic monsters who bear a fraction of the terrifying might of their larger cousins but little (if any) of the cunning. While they're weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties\u2014small social groups fittingly called \"rampages\"\u2014makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.",
						"Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them only their formidable jaws and thick-scaled tails with which to attack if engaged at melee range. Most drakes would rather avoid close combat, however, preferring to use their breath weapons to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.",
						{
							"type": "pf2-h3",
							"name": "Drake Eggs"
						},
						"While drake hides aren't any more valuable than those of other, similarly sized creatures, drake eggs are prized commodities. While they are used as components in powerful spells as well as eaten by various cultures, the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.",
						"A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.",
						"A drake egg has Hardness 3, 5 HP, and BT 5. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 {@skill Nature} check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.",
						"Once a drake hatches, it imprints on the first creature that it sees. A creature imprinted on in this way gains a +5 bonus to {@skill Nature} checks to train or command that drake. The market price of a drake egg varies depending on the region, the type of drake, and the exact purpose the buyer has in mind, but typically depends on the level of the drake. Because drakes are evil, dangerous, and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.",
						"It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges due to cruelty, overconfidence, or general lack of skill."
					]
				}
			]
		},
		{
			"name": "Drow",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Drow",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BECOMING A DROW",
							"entries": [
								"Rarely, when a surface elf commits an act of cruelty heinous enough to draw the attention of a demon lord, transformation into a drow can happen spontaneously\u2014but these transformations are rare enough to be legends in their own right. No known instance of a drow reverting to an elf has ever been recorded.",
								{
									"type": "pf2-title",
									"name": "DROW EXILES"
								},
								"While drow society is evil, not all drow are bound to these norms. Those who seek something better in life are invariably exiles and often flee to the surface to escape their sinister kin. These drow often live as hermits, or they seek out societies where others have yet to hear the legends regarding their kind."
							]
						},
						"The first drow were elves who fled into the depths of the world from a devastating cataclysm thousands of years ago. In their journey below, they fell to bickering and in-fighting, drawing the attention of sinister intelligences beyond their own. Whether it was the influence of a specific demon lord, the Rough Beast Rovagug, or some other fell force is unknown, but in that time the elves transformed both spiritually and physically, tainting their hearts with desires for cruelty, sadism, and violence. The hues of their eyes became sinister red or bleached white, and their flesh adopted an unearthly lavender sheen that made the drow instantly recognizable. The drow also developed potent magical abilities and resistances that further empowered them, if at the cost of their souls.",
						"Over the centuries to follow, the drow developed into a powerful, if violently dysfunctional society, influenced by the worship of demon lords and focused on providing power and glory to a relatively small collection of noble houses. Many of these noble houses are matriarchal in nature and all hold allegiance to a specific demon lord patron\u2014but traditions of worship, warfare, and wizardry help to bind the oft-bickering houses together enough that drow society doesn't simply consume itself from within. Fear of earning the wrath of one's superior\u2014be it a teacher, a parent, a commander, or the demon one worships\u2014is the real bond holding drow society together, and this system is held in esteem by the lowliest drow servant and by the most powerful drow priestess alike.",
						"The drow are infamous throughout the world, but until recently most assumed stories of demon-worshipping, underground-dwelling elves were spooky legends crafted to share around a campfire. Today, the existence of drow is an understood truth, and while their presence in the dark caverns deep below is unsettling, they seem content to leave the surface world alone for now."
					]
				}
			]
		},
		{
			"name": "Duergar",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Duergar",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "OCCULT TRADITIONS",
							"entries": [
								"Unlike classical dwarven practitioners of magic, duergars have embraced the practice of occultism. All duergars have at least a few innate occult spells, primary among them being the ability to magically increase their size. This power not only aids them in intimidating and bullying their slaves, but also serves as a potent combat option against their many enemies.",
								{
									"type": "pf2-title",
									"name": "DUERGAR COMMUNITIES"
								},
								"Duergar communities are found deep underground in the ruins of abandoned dwarven cities. Generations of duergar occupation have resulted in the loss of dwarven history as the ashen honor their taskmaster deity by reworking traditional dwarven art into topics that elevate the exiled god. That duergars themselves seem incapable of achieving the heights of artistry mastered by their dwarven ancestors is both a source of frustration and shame that only fosters greater resentment of those who dwell on the surface."
							]
						},
						"Deep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to the surface along with their modern dwarven cousins. An exiled dwarven deity named Droskar offered duergars salvation from the horrors of the Darklands, and in exchange duergars endlessly toil in his honor within their subterranean empire. Notorious slavers, duergars regularly raid other Darklands settlements as well as surface communities in constant search of living beings to task with endless amounts of work in their harsh and exhausting settlements.",
						"Duergars are gray-skinned creatures, often referred to as \"ashen\" by those surface dwarves willing to speak of them. These subterranean dwarves have a strong natural connection with cave-dwelling vermin, and it's common to see duergar caravans drawn by teams of immense beetles. Most duergars devote themselves to the worship of Droskar, a taskmaster of a god who demands back-breaking toil in addition to regular prayer. Duergar leadership often consists of powerful divine servants of Droskar, along with incredibly stout warriors whose martial prowess ensures they can overcome any direct threat to their rule. Almost every aspect of duergar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life."
					]
				}
			]
		},
		{
			"name": "Eagle Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Eagle",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ALLIES IN THE SKIES",
							"entries": [
								"Aeries of giant eagles can make potent allies to those who respect their territories and approach without malice in their hearts. Giant eagles are just as likely to swoop in and provide unsolicited aid to those in the lowlands of their realm against obvious dangers, but if not offered respect in turn, giant eagles may abandon an unpleasant victim to its fate rather than suffer more insults."
							]
						},
						"Few avian creatures can match the beauty and grace of the eagle."
					]
				}
			]
		},
		{
			"name": "Eel",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Eel",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "EEL RESOURCES",
							"entries": [
								"Hide harvested from electric eels can be used to create armor or items that provide protection from electricity."
							]
						},
						"Although these long, narrow fish share similarities in appearance, eels are a diverse group of creatures."
					]
				}
			]
		},
		{
			"name": "Elementals",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-sidebar",
					"name": "ELEMENTAL BEINGS",
					"collapsible": true,
					"entries": [
						"The Elemental Planes\u2014primordial realms defined by aspects of air, earth, fire, or water\u2014are home to a diverse group of beings known as elementals. Spellcasters on the Material Plane call upon elementals for aid, though these enigmatic creatures can also travel to the world of mortals via interplanar gateways and rifts. The elementals on these pages exemplify the creatures of the Elemental Planes, but this list is by no means exhaustive.",
						{
							"type": "pf2-title",
							"name": "PRIMAL ELEMENTALS"
						},
						"The most well known of all elementals are the primal elementals, creatures composed entirely of air, earth, fire, or water with roughly humanoid shapes. Many primal elementals are named after natural disasters, ranging from those relatively small in scale (and roughly the size of Medium humanoids) to much larger ones (often the size of small buildings). Primal elementals can often be found in areas where their namesake disasters have recently struck.",
						{
							"type": "pf2-title",
							"name": "ELEMENTAL LORDS"
						},
						"The most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars.",
						{
							"type": "pf2-title",
							"name": "ELEMENTAL CREATURES"
						},
						"Not all elementals are lumbering, humanoid-shaped creatures. Some take on the forms and natures of animals and beasts from the Material Plane. These creatures often behave in ways similar to their Material Plane counterparts, even though as elementals they lack the animalistic instincts mortal creatures have when it comes to hunting, reproducing, and the like. Elemental creatures are favorites of conjurers due to their small size, relative ease of summoning, and varied abilities.",
						{
							"type": "pf2-title",
							"name": "ELEMENTAL VORTEXES"
						},
						"Where the boundary between planes wears thin, elementals manifest in the world through churning vortexes. Such gateways might lie at the heart of a volcano, a deep ocean trench, in regions beset with earthquakes, or within great storms.",
						{
							"type": "pf2-title",
							"name": "\"CIVILIZED\" ELEMENTALS"
						},
						"Some elementals, such as invisible stalkers, xorns, and salamanders, have specific cultures and personalities that elevate them beyond simple magical creatures or manifestations of living energy. These creatures are often found in larger settlements or living alongside genies on their respective planes.",
						{
							"type": "pf2-title",
							"name": "OTHER ELEMENTALS"
						},
						"When energies from elemental planes mix, unusual elemental life can form. The combination of fire and earth, for example, can spawn magma elementals, while air and water can create ice elementals. Lightning elementals form from a conjunction of fire and air, while water and earth give birth to mud elementals. It's possible that in the vastness of the Great Beyond, even more unusual elementals might exist, although they are as rare as they are strange.",
						{
							"type": "pf2-title",
							"name": "MONSTROUS ELEMENTALS"
						},
						"Some elementals are more than living incarnations of air, earth, fire, or water. Creatures like the genie (pages 162\u2013165), the uthul (page 317), or the zaramuun (page 339) have their own complex ecologies and societies. While these creatures originally hail from an Elemental Plane, they can often be found on the Material Plane as well."
					]
				}
			]
		},
		{
			"name": "Elemental, Air",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Elemental, Air",
					"collapsible": true,
					"entries": [
						"Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes."
					]
				}
			]
		},
		{
			"name": "Elemental, Earth",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Elemental, Earth",
					"collapsible": true,
					"entries": [
						"Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries."
					]
				}
			]
		},
		{
			"name": "Elemental, Fire",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Elemental, Fire",
					"collapsible": true,
					"entries": [
						"Fire elementals are destructive manifestations of the scorching Plane of Fire."
					]
				}
			]
		},
		{
			"name": "Elemental, Water",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Elemental, Water",
					"collapsible": true,
					"entries": [
						"Water elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict."
					]
				}
			]
		},
		{
			"name": "Elemental, Mephit",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Elemental, Mephit",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "CONJURING MEPHITS",
							"entries": [
								"Mephits are a favorite target for low-level spellcasters to summon, both because they have several useful abilities and because they are relatively easy to command and manipulate. Still, care must be taken when using mephits as minions, because if left unwatched or unattended for too long, they can cause all sorts of mischief.",
								{
									"type": "pf2-title",
									"name": "OTHER MEPHITS"
								},
								"The four mephits presented here are but the most common of their kind. Others that rise from the mixing of elemental energies exist as well: creatures like dust mephits (who breathe out a scouring cloud of grit), ice mephits (who spit out sickening gusts of frozen air), magma mephits (which can assume the form of a pool of lava), ooze mephits (which spit out foul-smelling acid), salt mephits (who can draw moisture out of the environs and nearby creatures), and steam mephits (which can call down tiny squalls of boiling rain)."
							]
						},
						"Mephits\u2014sometimes known as elemental scamps\u2014are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon."
					]
				}
			]
		},
		{
			"name": "Elephant Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Elephant",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ELEPHANT RESOURCES",
							"entries": [
								"Elephant tusks are a highly soughtafter treasure, the ivory from a single tusk potentially fetching hundreds of gold coins. Those who value the elephant's majestic presence are impassioned defenders of the creatures, making the hunt for ivory dangerous."
							]
						},
						"Immediately recognizable by their long, prehensile trunks and impressive tusks, elephants have different characteristics depending on where they are found. Elephants are used as beasts of burden in many regions, but they are extremely clever and must be handled with great care."
					]
				}
			]
		},
		{
			"name": "Fleshwarp",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Fleshwarp",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "FAILED FLESHWARPS",
							"entries": [
								"Not every fleshwarp emerges from its vat capable of survival. Many perish within minutes, as organs fundamental for life simply fail or collapse in on themselves. Fleshwarpers can usually recycle failed fleshwarps back into the mix quickly enough, but now and then, remnants known as fleshdregs are stable enough to live pain-wracked lives of their own. These foul creatures often infest fleshwarper holdings, like rats or other vermin do in less awful locations.",
								{
									"type": "pf2-title",
									"name": "OTHER FLESHWARPS"
								},
								"Grothluts may be the weakest example of a fleshwarp, and driders the most successful, but others exist as well. Ghonhatines are lumbering fleshwarps formed from xulgaths, while the tentacled irnakurses are formed from surfacedwelling elves. Sinspawn (pages 296\u2013297) are fleshwarps as well, of course, although their methods of creation differ drastically from the techniques mastered by drow"
							]
						},
						"Some creatures, notably drow, are not happy with merely killing their enemies. They revel in the total degradation of their foes through the horrifying transformative technique known as fleshwarping. Though the fleshwarping process was not created by the drow, many believe they perfected it. The drow torture their enemies in vats of churning magical reagents, reshaping their flesh and psyche alike into horrid and monstrous things. The reconstitution of flesh results in countless variations of fleshwarps, and the following are just a couple of examples of these horrors."
					]
				}
			]
		},
		{
			"name": "Flytrap",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Flytrap",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "FLYTRAP TREASURE",
							"entries": [
								"Giant flytraps have enough instinctual intellect to effectively ambush prey or to move about to seek out better hunting grounds, but they don't value treasure. Still, a flytrap tends to accumulate a small wealth of discarded loot from those it has eaten, discarding these shiny baubles in the periphery of its root system once it has finished digesting its meal."
							]
						},
						"Flytraps are dangerous creatures as eager to feed on humanoids and larger prey as they are monstrous insects."
					]
				}
			]
		},
		{
			"name": "Genie",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Genie",
					"collapsible": true,
					"entries": [
						"A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.",
						{
							"type": "pf2-h3",
							"name": "Genie Nobles"
						},
						"Genie nobles with titles unique to their kind (as detailed in each sidebar) rule genie society. Genie nobles are generally at least 5 levels higher than a typical example of their kind. In addition to the increased statistics afforded by their higher levels, genie nobles gain additional spells. But the most wondrous (and notorious) of a genie noble's powers is their ability to grant wishes. Any genie noble (save for jann, who lack this power) can grant a mortal or undead creature up to three wishes within a year's time. Many unscrupulous creatures compel genie nobles to serve them, tricking them or entrapping them with magic. However, once a genie noble grants a third wish to a single creature, they are freed from service to that creature forever."
					]
				}
			]
		},
		{
			"name": "Giant",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Giant",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "OVERSIZED THEMES",
							"entries": [
								"Giants are larger-than-life foes. While many giants have themes that tie them to elemental or magical forces, the primary theme giants share is that they embody a classic cultural trope as their basis. Fire giants, for example, can be seen as oversized smiths, while hill giants should evoke the flavor of an oversized bully.",
								{
									"type": "pf2-title",
									"name": "GIANT LOCATIONS"
								},
								"As oversized as they are, giants tend to dwell in remote regions of the world, where they have the luxury of claiming larger territories of their own.",
								{
									"type": "pf2-title",
									"name": "GIANT BAGS"
								},
								"Giants often keep an eclectic collection of treasures in their knapsacks or bags. Among these can be found a staggeringly wide range of unexpected and odd treasures and valuables.",
								{
									"type": "pf2-title",
									"name": "GIANT PETS"
								},
								"As with many people, giants enjoy keeping pets. Yet for giants, what constitutes a pet is often categorized as beast to others. Large animals like bears and lions, and megafauna like woolly mammoths and dinosaurs are popular, as are more magical creatures like hell hounds, manticores, griffons, and the like.",
								{
									"type": "pf2-title",
									"name": "OTHER GIANTS"
								},
								"Beyond the giants detailed here, many others dwell in remote regions of the world. Marsh giants are cultists who worship strange sea deities, shadow giants have ties to the Shadow Plane, and mountain giants are horrific butchers even other giants fear."
							]
						},
						"Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes."
					]
				}
			]
		},
		{
			"name": "Gnoll",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Gnoll",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "OVERSIZED THEMES",
							"entries": [
								{
									"type": "pf2-sidebar",
									"name": "GNOLL CLANS",
									"entries": [
										"The most commonly encountered gnoll clans are slavers, who travel far and wide to acquire chattel and auction off their living goods. Although not all clans engage in slavery, most are still violent toward other creatures in general. Some clans hunt people for food, others capture innocents to sacrifice to evil deities, and still others simply wish to wet their blades with blood.",
										{
											"type": "pf2-title",
											"name": "GNOLL LAIRS"
										},
										"Gnolls dwell primarily on dry savannas and windswept plains. Thanks to their sturdy constitutions and strong survival instincts, they have few qualms about setting up holdings out in the open. Many gnolls establish their encampments\u2014typically made up of hide lean-tos and tents\u2014atop sloping hills to better survey the region for potential prey. Gnolls rarely dwell in caverns or similar enclosures, knowing that it is all too easy to get cornered when there is only one exit."
									]
								},
								"Gnolls are short, hyena-headed humanoids who dwell in warm grasslands, savannas, and arid hills. Given their appearance, their affinity for hyenas should not be surprising; gnolls share their homes, food, and even many of their own behaviors with these animals. Much like hyenas, gnolls have a notorious reputation\u2014they are known as bloodthirsty gluttons and slavers who worship demons or other reprehensible powers. Though these rumors are often true, the behavior of gnoll clans varies widely. Some groups are composed of capable hunters who rarely clash with other humanoids unless there is a conflict over territory. Others hew closer to the unsavory stories, preferring to raid settlements and enslave innocents, snatching the fruits of others' hard labor by strength of arms and forcing their victims to perform the hard, demeaning labor necessary to maintain the brutal clan",
								"Gnolls lack any particular reverence for the remains of the dead, which adds to their reputation as scavengers or even cannibals. They willingly eat nearly any other creature, including dead gnolls, which can evoke strong reactions from people and cultures with a strong taboo against cannibalism or desecrating the dead. To a gnoll, it is almost more offensive to not eat a dead body, no matter its origin; gnolls see no point in wasting precious meat in a harsh and challenging world. Worse still is the refusal to eat the flesh of a dead gnoll, which they consider an insult to that gnoll's memory and sacrifice and an implication that the gnoll's flesh is unworthy of consumption. In fact, they refuse to eat the bodies of particularly hated foes; particularly warmongering gnolls even spike the bodies or heads of such despised enemies on tall spears, which they place around their tribal holdings to dishonor the dead and intimidate would-be invaders.",
								"Gnoll women are far stronger and more aggressive than gnoll men and are typically considered the leaders of their hunting packs and clans. Though gnolls tend to be disorganized when it comes to practical matters or negotiations, they are extremely efficient at working together to hunt down prey or overwhelm a group of foes. Much like hyenas, they prefer to hunt in packs, and are exceptionally skilled at setting up ambushes or separating individual targets from larger groups."
							]
						}
					]
				}
			]
		},
		{
			"name": "Goblin",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Goblin",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GOBLIN TREASURE",
							"entries": [
								"Although goblin warrens are generally filthy dumps, they sometimes contain actual treasures stolen from longshanks or other goblin tribes. Typical treasures include small pieces of jewelry, shiny items such as hand mirrors, and gold teeth. As they rarely trust each other, many goblins keep their most cherished baubles on their persons; these, might include useful weapons or minor magic items.",
								{
									"type": "pf2-title",
									"name": "GOBLIN LOCATIONS"
								},
								"Goblins construct warrens in forests and coastal regions, usually near the settlements of other humanoids for ease of scavenging and raiding.",
								{
									"type": "pf2-title",
									"name": "THE GOBLIN SONG"
								},
								"The following ditty is perhaps the most infamous of goblin songs.",
								"Goblins chew and goblins bite, Goblins cut and goblins fight. Stab the dog and cut the horse, Goblins eat and take by force!",
								"Goblins race and goblins jump. Goblins slash and goblins bump. Burn the skin and mash the head, Goblins here and you be dead!",
								"Chase the baby, catch the pup. Bonk the head to shut it up. Bones be cracked, flesh be stewed, We be goblins! You be food!"
							]
						},
						"These small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, most are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing infants, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call \"longshanks.\"",
						"Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins' outlook: they hate canines but eagerly share their lairs with so-called \"goblin dogs,\" they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices."
					]
				}
			]
		},
		{
			"name": "Golem",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Golem",
					"collapsible": true,
					"entries": [
						"Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands\u2014often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure positive energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.",
						"Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts\u2014so-called \"golem manuals\"\u2014are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.",
						"Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.",
						{
							"type": "pf2-h3",
							"name": "Golem Antimagic"
						},
						"A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.",
						{
							"type": "list",
							"items": [
								"{@bold Harmed By} Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.",
								"{@bold Healed By} Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.",
								"{@bold Slowed By} Any magic of this type that targets the golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.",
								"{@bold Vulnerable To} Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
							]
						}
					]
				}
			]
		},
		{
			"name": "Gremlin",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Gremlin",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GREMLIN BELLS",
							"entries": [
								"Superstitious societies sometimes hang tiny bells made of semiprecious metals in the belief that such bells will dissuade gremlins from destroying an affixed object or infesting a home. Strangely enough, most gremlins believe this superstition as well, and even when a gremlin bell hasn't been magically enhanced, a gremlin usually won't risk tinkering with objects that seem to be protected in such a manner.",
								{
									"type": "pf2-title",
									"name": "GREMLIN \"TREASURE\""
								},
								"All gremlins are hoarders, and their nests are cluttered with objects both valuable and worthless. Sorting through a gremlin nest can reveal unexpected treasures like pieces of jewelry or minor magic items, but care must also be taken to avoid being cut on rusty shards of metal, picking up cursed items, or disturbing a hidden nest of venomous vermin."
							]
						},
						"Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it's something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin's greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call \"mites.\""
					]
				}
			]
		},
		{
			"name": "Hag",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Hag",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "HATERS OF HUMANITY",
							"entries": [
								"Hags loathe all humanoid races, but not equally\u2014the brunt of their wrath is leveled against humans. Hags prey on human society the most, adding human flesh to their cauldron and snatching newborn children before replacing the babes with their own progeny as changelings (page 62).",
								{
									"type": "pf2-title",
									"name": "HAG COVENS"
								},
								"Hags are dangerous enough on their own, but when they gather in threes to form covens, they grow much more powerful. Full rules for covens appear on page 342.",
								{
									"type": "pf2-title",
									"name": "THE NATURE OF HAGS"
								},
								"Some believe that hags possess no true form or body of their own, but instead manifest from society's fear of aging. That no known male hags exist has also puzzled scholars, but perhaps this is but another way in which hags mock society\u2014by presenting themselves as awful stereotypes of elderly women.",
								{
									"type": "pf2-title",
									"name": "OTHER HAGS"
								},
								"The four types of hags presented here are but the most notorious of their kind. Others\u2014such as the blood hag, moon hag, storm hag, and winter hag\u2014plague society in other regions of the world."
							]
						},
						"Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as hag eyes, and are known to replace infant humanoids with their own offspring\u2014these children are changelings (page 62) who have the potential to become hags themselves."
					]
				}
			]
		},
		{
			"name": "Hell Hound Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Hell Hound",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "HELL HOUND MINIONS",
							"entries": [
								"On the Material Plane, these fiends are sometimes found in the service of fire-loving monsters such as fire giants or efreet, as well as mortals who seek to tame some of the raw power of Hell. In Cheliax, Hellknights occasionally call upon hell hounds to track down fugitives and traitors."
							]
						},
						"Hell hounds are fiendish, extraplanar canines hailing from the pit that can hunt down quarry and breathe supernatural gouts of flame. They are temperamental and quick to aggressive behavior."
					]
				}
			]
		},
		{
			"name": "Hobgoblin",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Hobgoblin",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "HOBGOBLINS AND MAGIC",
							"entries": [
								"Hobgoblins generally distrust magic, especially arcane magic, which they derisively call \"elf magic.\" In the absence of magic, they wholeheartedly embrace alchemy, combining it with their natural aptitude for engineering to great destructive effect. They grudgingly accept divine magic, due to a grudging respect for the power of healing magic in times of war.",
								{
									"type": "pf2-title",
									"name": "LIVING WITH HOBGOBLINS"
								},
								"With few exceptions, the only non-goblinoids in a hobgoblin settlement or army are slaves (or at least regarded as such). Hobgoblins occasionally make use of bugbears as assassins or spies, and most hobgoblin tribes include a small group of goblins who eke out a meager existence on the fringes of hobgoblin society."
							]
						},
						"Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality\u2014instead, they revel in all that is militaristic, tyrannical, cruel, and destructive. Hobgoblins are singularly devoted to war, and their entire culture is built upon fostering and maintaining conflict while simultaneously proving their superiority in battle. Hobgoblins are highly organized, and they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Hobgoblin rulers require little provocation before declaring war, and more often than not, such wars are waged to gain slaves or territory. Physically, hobgoblins stand about as tall as humans and have gray, ashen skin.",
						"Hobgoblin society is organized along military lines, and every hobgoblin is effectively a member of the army. Each hobgoblin in a community has a rank in the military hierarchy, and individuals are naturally ambitious and obsessed with advancement. Hobgoblins are constantly expected to prove that they're fearless, ruthless, cunning, and strong. Demonstrating such aptitudes is an individual hobgoblin's best hope for promotion through the ranks, but failure leads only to cruel exploitation at the hands of their superiors. Though brutal, hobgoblin society is a true meritocracy, and all hobgoblins, regardless of age, gender, or birth, wield authority and earn respect from their peers based on their skill in battle. Even those individuals who serve in non-combat roles in hobgoblin society\u2014blacksmiths, builders, cooks, messengers, quartermasters, and the like\u2014know that they perform vital jobs that support the larger hobgoblin army, though they rarely rise above the rank of common soldier. Everyone contributes to the larger whole, ensuring that hobgoblin society is the strongest and most efficient it can be, and anyone who fails to do so is culled from the army and this hobgoblin society as dead weight. Hobgoblins don't usually engage in trade with other races, or even with other hobgoblin tribes, preferring to take what they want by force."
					]
				}
			]
		},
		{
			"name": "Horse",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Horse",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "GOBLINS AND HORSES",
							"entries": [
								"Goblins have many superstitions and quirks, but few of them are stronger than their fear and hatred of horses. This isn't a one-sided affair. Horses also fear and hate goblins, and some have been known to go out of their way to harm a goblin. A goblin trying to mount a horse is nearly always subject to a torrent of violent bucking, as the horse does everything in its power to fling the goblin to the ground and within reach of its hooves."
							]
						},
						"Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild."
					]
				}
			]
		},
		{
			"name": "Hyena Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Hyena",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "HYENA LEGENDS",
							"entries": [
								"The hyena's intense cunning, combined with its unnerving laughter, has caused hyenas to become associated with all manner of evil\u2014hyenas are claimed to rob graves, steal children, and wield sinister supernatural powers. Though normal hyenas are no more malicious than any other natural predator, their unearned reputation often causes witches, warlords, and ill-natured creatures to seek out hyenas as pets or guard animals. The fact that gnolls in particular have a special preference for hyenas, considering the animals to be close relatives, does little to improve the animal's already-poor reputation."
							]
						},
						"Hyenas are pack-hunting scavengers known for their unnerving, laughter-like cries, and they aren't above supplementing their carrion diets with fresh prey."
					]
				}
			]
		},
		{
			"name": "Kobold",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Kobold",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "\"WE ARE DRAGONS!\"",
							"entries": [
								"Kobolds consider themselves scions of dragonkind, and they are extremely proud of this purported heritage, no matter how laughable other creatures might consider these claims. Despite such skepticism, kobolds share more than a superficial resemblance to true dragons, with scale colorations closely matching the colors seen among chromatic dragonkind. Some kobolds develop a strong propensity toward powerful draconic magic and manifest these chromatic traits with more intensity. These so-called dragon mages are highly respected by other kobolds, and often rise to leadership positions within the tribe.",
								{
									"type": "pf2-title",
									"name": "DIABOLIC KOBOLDS"
								},
								"Certain kobold tribes eschew any concept of draconic lineage entirely and instead place their faith in the archdevils of Hell. These diabolist kobolds view those of their kind who simper at the feet of dragons as pathetic wretches. That they perform the same fearful worship to their chosen devil does not strike these infernally minded kobolds as an irony at all."
							]
						},
						"Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.",
						"Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions."
					]
				}
			]
		},
		{
			"name": "Lamia Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Lamia",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "LAMIA TREASURE",
							"entries": [
								"Lamias salvage gold, jewels, and magic items from the abandoned temples and ruined cities where they make their lairs. They sometimes arm themselves with enchanted daggers.",
								{
									"type": "pf2-title",
									"name": "LAMIA LOCATIONS"
								},
								"Lamias dwell on the edge of civilization in crumbling keeps, abandoned cities, and the fallen temples of forgotten gods.",
								{
									"type": "pf2-title",
									"name": "OTHER LAMIAS"
								},
								"Adventurers report encounters with other varieties of lamia, including immense versions with the upper torsos of giants, monstrosities driven by insatiable hunger, or flying buzzard-like beasts with hardly any humanoid features, yet all of these variants bow to the wisdom and influence of the lamia matriarchs."
							]
						},
						"Lamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower bodies of beasts and monsters. Sinister magic comes naturally to a lamia, and they prefer the use of illusions and enchantments to deceive prey for later consumption, or simply to torture."
					]
				}
			]
		},
		{
			"name": "Leshy",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Leshy",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "DEAD LESHYS",
							"entries": [
								"When a leshy dies, its body explodes in a wave of vegetation as its spirit returns to the natural world. Though leshy spirits that are called into new bodies after death typically keep only vague recollections of their pasts, they retain many of the values and habits of their former life."
							]
						},
						"Leshys are intelligent plant creatures that guard areas of primeval wilderness or earthly power. Originally created by powerful fey, they manifest when a skilled practitioner of primal magic\u2014typically a druid\u2014combines a nature spirit with a body carefully grown from local vegetation. The rites and materials required to create a leshy vary depending on the type of leshy. They are typically given life in an area of great natural significance, such as an arboreal's grove, a druidic circle, a fairy ring, or a great natural wonder."
					]
				}
			]
		},
		{
			"name": "Linnorm",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Linnorm",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "LINNORM KINGS",
							"entries": [
								"In the storied Lands of the Linnorm Kings, the slaying of a linnorm is traditionally required for those who would claim a nation's crown. Recently, though, the Linnorm King White Estrid claimed her crown not by slaying a linnorm but by beating it into submission, gaining a powerful and dangerous ally to help secure her rule.",
								{
									"type": "pf2-title",
									"name": "DEATH CURSES"
								},
								"The death curses of the linnorms are often the subjects of tragic sagas, and those who would think themselves vanquishing heroes for slaying a linnorm often meet their dooms soon thereafter, succumbing to these curses well after the death of the linnorm responsible for bestowing it.",
								{
									"type": "pf2-title",
									"name": "OTHER LINNORMS"
								},
								"Linnorms exist in a variety of forms beyond the four detailed here. The gaunt cairn linnorm, the spiny taiga linnorm, and the aquatic fjord linnorm each terrorize their own specific regions of the Material Plane.",
								{
									"type": "pf2-title",
									"name": "LINNORM TREASURE"
								},
								"As with true dragons, linnorms tend to amass immense piles of treasure in their lairs. These hoards consist of the weapons, gear, and belongings of would-be vanquishers more often than minted coins or works of art."
							]
						},
						"Immense, primeval dragons of the northern reaches of the world, linnorms hate those they deem to be lesser creatures and seek to inflict as much suffering as possible upon their unfortunate victims. While these serpentine monstrosities might not be the powerful winged dragons most imagine, they nonetheless possess incredible strength and deadly powers that often rival authentic dragon brutality."
					]
				}
			]
		},
		{
			"name": "Lizard",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Lizard",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "LIZARDS AND LIZARDFOLK",
							"entries": [
								"Giant lizards are often used as mounts or guardians or kept as pets, but never so often or as traditionally as they are by lizardfolk. The kinship these people share with giant lizards is unmistakable, valuing their companionship to an extent that equals or even exceeds that which other societies have for popular animal companions like dogs and horses.",
								{
									"type": "pf2-title",
									"name": "OTHER GIANT LIZARDS"
								},
								"The three species of giant lizard presented here are but the most common of their kind encountered in the wilds. Stories of much larger lizards persist, including the immense, 20-foot-long monster known as a megalania, a truly enormous version of the giant monitor lizard capable of swallowing creatures whole. Less dangerous is the giant chameleon, although its ability to blend into its environs makes it a much more insidious and stealthy threat than the lumbering, mighty megalania."
							]
						},
						"Lizards have a wide range of appearances and abilities, but most share a basic reptilian shape\u2014long tails, wide toothy mouths, and four legs. While a few species are capable of movement on two legs for short periods of time, most are strictly quadrupedal. The three species presented here represent the most common and well-known of the larger species."
					]
				}
			]
		},
		{
			"name": "Lizardfolk",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Lizardfolk",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "LIZARDFOLK RELATIONS",
							"entries": [
								"Though most are neutral in alignment, the typical iruxi's pride in their traditions, suspicion of others, and need to protect their kin can make them seem standoffish or even aggressive when encountered. However, most are eager to learn from visitors, trade stories and equipment, and forge alliances.",
								{
									"type": "pf2-title",
									"name": "LIZARDFOLK SOCIETY"
								},
								"Iruxis are, as a general rule, quite religious. Those who venerate deities typically look to Gozreh, but some of them find the teachings of Desna to be compelling. Most iruxis, though, instead follow druidic traditions, ancestor worship, and astrological philosophies in particular."
							]
						},
						"When human scholars speak of ancient civilizations, they usually turn their focus to themselves, researching and lecturing on the first human empires. When they drift to others, they invariably look to cultures that had conflicts or alliances with ancient humanity. That the culture of the people called lizardfolk often gets ignored or forgotten even by well-meaning researchers is thus no surprise, but to the lizardfolk themselves it is no matter. They know their history and value its integrity and privacy\u2014if younger ancestries like humanity aren't interested in learning from lizardfolk empires dating back to before the first human knocked two rocks together to make their first campfire, that's fine with them.",
						"The word \"lizardfolk\" is an excellent example of humanity's narrowsighted view of this culture. The name of their people is \"iruxi,\" but these reptilian humanoids have patiently and good-naturedly accepted the name \"lizardfolk\" as a variant, and they generally resist urges to call humans and other mammalians similarly derivative names in return. Iruxis dwell and thrive in all tropical and temperate biomes, but they are most at home in swamplands, coastal regions, and riverlands, for they are talented swimmers, and fish and aquatic plants make up a large part of their preferred diets."
					]
				}
			]
		},
		{
			"name": "Mantis, Giant",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Mantis, Giant",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SACRED INSECTS",
							"entries": [
								"Deadly mantises are sacrosanct to followers of Achaekek, the Mantis God. His adherents, including the infamous Red Mantis assassins, invite or lure deadly mantises close to their settlements, seeing the towering creatures as a sign of their god's favor. Achaekek's followers offer sacrifices of livestock or captured enemies to keep the massive insects well fed. Clerics of Achaekek defend a deadly mantis's territory as if it were their own, believing it to be holy ground."
							]
						},
						"These monstrously oversized insects are silent predators with lightning-quick forelegs and a bone-breaking bite."
					]
				}
			]
		},
		{
			"name": "Merfolk",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Merfolk",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "MERFOLK'S SECRET",
							"entries": [
								"Some sailors claim that merfolk face a grave threat\u2014a dark and sinister power capable of rendering even the most beautiful merfolk into a degenerate and mutated wretch. Such stories often end with claims that the merfolk, proud and noble as they seem, are unwitting puppets to some unknown entity lurking in the deepest depths of the seas. Merfolk themselves are characteristically tight-lipped about such claims."
							]
						},
						"Elegant, mysterious, and graceful; all this and more can be said of the merfolk. These enigmatic people resemble humanoids with delicate features from the waist up but with the fins and tail of a massive fish from the waist down. Found in nearly all of Golarion's oceans, merfolk are as varied in appearance as humans, their skin ranging from pale to umber and all shades in between, while their gleaming scales shimmer with the majesty of the sea."
					]
				}
			]
		},
		{
			"name": "Mummy",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Mummy",
					"collapsible": true,
					"entries": [
						"While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians."
					]
				}
			]
		},
		{
			"name": "Naga",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Naga",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "NAGAS AND OTHERS",
							"entries": [
								"Dark nagas might rule over goblins (page 180), orcs (page 256), xulgaths (page 336), or decadent folk, especially corrupt aristocrats. Guardian nagas might be found with other goodly creatures of any sort, from fey in natural sites to constructs in ancient vaults.",
								{
									"type": "pf2-title",
									"name": "OTHER NAGAS"
								},
								"Beyond the sinister dark naga and the benevolent guardian naga, many other types of nagas exist, including the mesmerizing spirit naga, the multiheaded royal naga, and the introspective and mysterious lunar naga."
							]
						},
						"Nagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. Physically, they resemble massive snakes with eerie visages that resemble those of humans. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. Beyond the natural weapons they use to ward away foes, little is understood of the naga's unsettling physiology.",
						"Nagas are intelligent creatures with powerful needs to pursue, be they the accumulation of knowledge, the collection of rare art, or the rule of an entire nation. On Golarion, the nation of Nagajor is one such society\u2014an entire empire ruled by nagas and populated by reptilian humanoids who serve their naga rulers with a patriotic pride that borders on worship.",
						"Still, most adventurers interact with nagas on a much smaller scale, encountering them as dangerous guardians in remote locations or not-so-abandoned ruins. In many cases, these nagas have heard of distant Nagajor, but they are usually unwilling to abandon their own pursuits to seek out a land where they might be worshipped as gods."
					]
				}
			]
		},
		{
			"name": "Nightmare",
			"source": "B1",
			"images": [
				"https://2e.aonprd.com/Images/Monsters/Nightmare_Nightmare.png"
			],
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Nightmare",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "NIGHTMARE STEEDS",
							"entries": [
								"Nightmares allow only the evilest of creatures to ride them and are willing partners in destruction those creatures inflict. Night hags are particularly well known to associate with nightmares."
							]
						},
						"Nightmares are flaming equine harbingers of death."
					]
				}
			]
		},
		{
			"name": "Nymph",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Nymph",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "INSPIRATIONS FOR ART",
							"entries": [
								"Nymphs are living manifestations of beauty and grace, and as such they are often the subjects of art\u2014sculpture and paintings in particular. Promising a nymph to immortalize them in a work of art can be an excellent way to secure that nymph's favor, but one should take care to ensure that the nymph admires and is proud of the artistic effort's final result, lest the nymph be insulted and lash out with her powerful magic.",
								{
									"type": "pf2-title",
									"name": "NYMPH LOCATIONS"
								},
								"Nymphs tend to be closely associated with specific areas of natural splendor and beauty\u2014woodlands for dryads, rivers for naiads. Areas where nymphs dwell always look more pristine, breathtaking, and scenic than they would otherwise.",
								{
									"type": "pf2-title",
									"name": "OTHER NYMPHS"
								},
								"Naiads and dryads are the most wellknown nymphs, but others exist as well. Hesperides, for example, are wards of the sunset and golden light and can be encountered dwelling on coastal cliffsides or remote islands. Lampads, on the other hand, are dark, moody nymphs found in wondrous, crystal-lined caverns deep underground.",
								{
									"type": "pf2-title",
									"name": "NYMPH TREASURES"
								},
								"Nymphs sometimes carry magical trinkets or wear enchanted clothing or jewelry, but the greatest treasure a nymph queen can share is often her inspiration to those seeking a muse."
							]
						},
						"Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even\u2014in the case of nymph queens\u2014whole forests or massive bodies of water."
					]
				}
			]
		},
		{
			"name": "Ogre",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ogre",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "OGRE TREASURE",
							"entries": [
								"Ogre warrens are hideous abattoirs strewn with severed limbs, offal, and dubious stews. Ogres sometimes keep shiny baubles, like jewelry, and they appreciate intimidating weapons and armor, especially those that are large enough for them to use.",
								{
									"type": "pf2-title",
									"name": "OGRE HOOKS"
								},
								"Ogres are known for using immense, curved picks called ogre hooks. These uncommon weapons cost 1 gp, deal 1d10 piercing damage, have 2 Bulk, and require two hands to use. Ogre hooks are in the pick weapon group. Ogre hooks have the {@trait deadly <1d10>} and trip weapon traits."
							]
						},
						"Ogres embody brutish, amoral violence and cruelty. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel. Ogres are sadists that enjoy remorseless murder, torture, degradation, and mutilation in all of its forms. Although they prefer to vent their violent urges on smaller humanoids\u2014the smaller and more beautiful, the better\u2014ogres promise a horrifying fate for anyone unlucky enough to fall within their meaty grasp. But for all their creativity in developing methods of violence, ogres often remain too dim-witted to realize that their playthings lack an ogre's robust fortitude and high pain tolerance, so most captives die far sooner than the ogres might prefer. Such a fate is perhaps preferable however, as those who survive too long as ogres' playthings suffer lasting mental scars from the horrifying abuse. A captive able to keep their wits can sometimes trick the brutes by promising treasure, meatier captives, or other crude amusements, taking advantage of an ogre's limited intellect to engineer opportunities to escape.",
						"Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. Ogres practice incest regularly, believing that it makes for stronger familial bonds, and most ogres are misshapen or mutated from generations of inbreeding. The most powerful ogre in any family is the \"boss\"\u2014usually the family's patriarch or matriarch\u2014while other ogres in the family learn to obey or risk being brutalized by the boss's loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. These lairs are filthy and frequently contain all-too-recognizable evidence of their depravity."
					]
				}
			]
		},
		{
			"name": "Oozes",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Oozes",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "OOZING ACID",
							"entries": [
								"Many oozes have acidic attacks that can quickly degrade flesh, wood, and even stronger materials. Some believe that oozes are the result of alchemical or magical experimentation run amok, while others postulate that they simply emerged from the natural processes of evolution.",
								{
									"type": "pf2-title",
									"name": "OTHER OOZES"
								},
								"Many varieties of these nearly mindless predators exist in the world. Some are mere variants, with different colored puddings, jellies, and oozes with little to differentiate them from those presented here other than their habitat. Others are more specialized, or even dangerously intelligent. The shoggoth (page 297) is one such example, but another variety of deadly and powerful ooze is the thankfully rare blight, a creature composed of protoplasm and eyes that curses entire regions with its presence."
							]
						},
						"Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites."
					]
				}
			]
		},
		{
			"name": "Orc",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Orc",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "MEGAFAUNA MOUNTS",
							"entries": [
								"Orcs are known for riding strange and fearsome beasts, particularly megafauna like dire wolves (page 334) and smilodons (page 53). Given the opportunity, orcs also enlist drakes, manticores, and anything else big and frightening enough to suit their needs.",
								{
									"type": "pf2-title",
									"name": "GODS OF WAR"
								},
								"Orcs worship violent deities that support their murderous instincts, chiefly Rovagug, but also Lamashtu and Gorum and sometimes demon lords like Nurgal and Shax."
							]
						},
						"Orcs are violent, monstrous humanoids that live by the rule that might makes right. They amass in brutal warbands both large and small, decimating and robbing those unlucky enough to cross their path. Countless small settlements, outposts, and forts have fallen at the hands of orc raiders, whose fecundity and sheer destructiveness leave an indelible mark on the lands they conquer. Survivors of orc invasions are as likely to be fed to the orcs' war beasts as they are to be taken as slaves. Unspeakable atrocities await any outsiders brought back to orc encampments, and to many, death is a far more preferable outcome compared to capture by orcs.",
						"Physically, orcs tower over most humanoids and look practically custom-made for violence with their rough flesh, sturdy bone, and iron-hard muscle. For all their tough looks, however, orcs are far from invincible. They lack the discipline to conduct large-scale campaigns, for one thing, and they typically lose their heads in the heat of battle. Even their skin scars easily\u2014though this is a source of pride to the orc people, since scars signify strength and experience in battle. To orcs, the crisscross of old wounds are a much a badge of pride and honor as any beheaded foe or claimed trophy.",
						"Orcs are a people of violent passions in all that they do, not just war. Bonds of blood are especially strong among orcs, and lineage is important. The strongest orc bands are typically made up of brothers and sisters in more than arms; orcs fight harder when they are protecting their own kinsfolk, and orc warriors will fight tirelessly to avenge fallen family members. This emphasis on bloodlines is not an altruistic one, however, and is in fact a double-edged sword. Orcs whose families have been killed find themselves at the bottom of the clan's totem pole, and even a famous chieftain can become powerless overnight if their brethren aren't there to back them up."
					]
				}
			]
		},
		{
			"name": "Planar Scion",
			"source": "B1",
			"entries": [
				{
					"name": "Planar Scion",
					"collapsible": true,
					"type": "pf2-h2",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "OTHER PLANAR SCIONS",
							"entries": [
								"As many types of planar scions exist as planes of existence, and even then there are significant differences between scions depending on the exact nature of their extraplanar forebears. Angelic scions are known as aasimars, fiendish scions are called tieflings, and monitor scions are urobians.",
								{
									"type": "pf2-title",
									"name": "PLANAR ORIGINS"
								},
								"Most planar scions are the distant descendants of some immortal progenitor far back in the family's bloodline. Others, however, may be the result of powerful planar energies, magical curses, or even the intervention of a deity or demigod."
							]
						},
						"Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions."
					]
				}
			]
		},
		{
			"name": "Protean",
			"source": "B1",
			"entries": [
				{
					"name": "Protean",
					"collapsible": true,
					"type": "pf2-h2",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "PROTEAN DIVINITIES",
							"entries": [
								"The most powerful of all proteans are a group of demigods known collectively as protean lords. Yet even their vast might pales in comparison to that of the mysterious Speakers of the Depths. The Speakers are the most enigmatic of the Maelstrom's gods\u2014even their exact nature is unknown, and scholars disagree as to whether they are even divinities or just aspects of the Maelstrom itself.",
								{
									"type": "pf2-title",
									"name": "PROTEAN NAMES"
								},
								"Individual proteans have two names: a traditional name in their hissing, confusing language; and an honorary title. The latter is easily translated to other languages, but a protean's traditional name can only rarely be uttered in any tongue other than Protean. As such, most proteans tend to go by their titles when dealing with outsiders, referring to themselves as, for example, \"Song of Gentle Poison\" or \"Sibilant Cry of the Storm.\"",
								{
									"type": "pf2-title",
									"name": "OTHER PROTEANS"
								},
								"Many other proteans beyond those presented here dwell in the Maelstrom, including the spectral pelagastrs, the nearly humanoid shapechanging ourdivars, and the incredibly powerful izfiitars.",
								{
									"type": "pf2-title",
									"name": "BORN FROM CHAOS"
								},
								"The Maelstrom, home of all proteans, is the whirling mass of turbulent primal energy, planar waves, and soul-stuff that surrounds the Outer Planes. Planar scholars theorize that all of reality was originally formed from the Maelstrom in the early days of the cosmos\u2014a theory proteans don't necessarily dispute.",
								{
									"type": "pf2-title",
									"name": "ANCIENT IMMORTALS"
								},
								"Among the numerous types of immortals that dwell in the Great Beyond, the proteans are surely some of the oldest. They've waged war against the inevitable aeons from the advent of their first creation, and speak longingly of that time before the gods themselves imposed order upon reality.",
								{
									"type": "pf2-title",
									"name": "DEFENDING CHAOS"
								},
								"Where proteans go, chaos follows. To proteans, there is no purer form of existence than entropy, and they constantly seek to oppose the establishment of order in the Great Beyond. However, proteans don't see life as being incompatible with chaos; rather, they simply believe beings\u2014immortal or not\u2014deserve complete freedom on their own terms."
							]
						},
						"Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults on the Material Plane tend to be obscure and secretive.",
						"Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact\u2014that scions of dissolution and disorder would share so many features\u2014pointing out that even in the purest chaos there is some semblance of order. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy?",
						{
							"type": "pf2-h3",
							"name": "Warpwaves"
						},
						"Many proteans can subject their foes to disorienting alterations perceived in time and space by creating ripples of unstable reality in the environment called warpwaves. When a creature fails its saving throw and is affected by a warpwave, roll 1d8 and consult the table below for the specific effect on that creature. Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature."
					]
				}
			]
		},
		{
			"name": "Psychopomp",
			"source": "B1",
			"entries": [
				{
					"name": "Protean",
					"collapsible": true,
					"type": "pf2-h2",
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "PSYCHOPOMP DIVINITIES",
							"entries": [
								"The most powerful of the psychopomps are unique demigods known collectively as \"ushers,\" each of whom has its own cult. These psychopomp divinities include Atropos, the Last Sister; Barzahk, the Passage; Ceyanan, the Shepherd; Dammar, the Denied; Imot, the Symbol of Doom; Mother Vulture, the Flesheater; Mrtyu, Death's Consort; Narakas, the Cleansing Sentence; the Pale Horse; Phlegyas, Consoler of Atheists; Saloc, Minder of Immortals; Teshallas, the Primordial Poison; and Vale, the Court of the Ancestors.",
								{
									"type": "pf2-title",
									"name": "OTHER PSYCHOPOMPS"
								},
								"Nosois and morrignas are far from the only of their kind. Many others, like the skeletal vanths or the draconic yamarajes, also aid in the stewardship of the dead."
							]
						},
						"Psychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they're likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts."
					]
				}
			]
		},
		{
			"name": "Pterosaur",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Pterosaur",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ON PRIMEVAL WINGS",
							"entries": [
								"Although not true dinosaurs, pterosaurs are often found in the same regions as dinosaurs and other megafauna, wheeling in the skies above and adding to the general primeval ambiance of these lost worlds."
							]
						},
						"Pterosaurs are primitive flying creatures. While many are smaller than a human, the two presented below are quite a bit larger. Each of these creatures could pose a serious threat to a person.",
						"These flying reptiles can be found in a wide selection of regions, but they tend to soar above warm or temperate climates."
					]
				}
			]
		},
		{
			"name": "Rakshasa",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Rakshasa",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "RAKSHASA IMMORTALS",
							"entries": [
								"Above all rakshasas rule the rakshasa immortals, powerful unique entities who deem themselves deities. These beings include Aksha of the Second Breath, Bundha the Singing Butcher, Dradjit the Godslayer, Kunkarna the Dream Warrior, Mursha the Beastmaster, Otikaya the Spirit Archer, Surpa the Avenger, Zabha the Desecrator, and untold others."
							]
						},
						"Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what is taboo among most societies, and in the shape of those they seek to defile, rakshasas gorge themselves on these hideous acts. A wide range of rakshasas exist; presented below are the diminutive, sinister dandasuka rakshasa and the infamous raja rakshasa, who are the most widespread and commonly encountered of these fiends."
					]
				}
			]
		},
		{
			"name": "Rat",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Rat",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "RATS AND DISEASE",
							"entries": [
								"Rats have a reputation of being vicious, aggressive animals that attack food stores in great numbers and spread disease. While rats are immune to the most severe effects of their own filth fever, the disease makes them unpredictable and aggressive. Some populations of rats carry even more deadly diseases, such as bubonic plague."
							]
						},
						"Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Though a regular rat darting underfoot might startle or even frighten the average passerby, giant rats and rat swarms are far more dangerous."
					]
				}
			]
		},
		{
			"name": "Ratfolk",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ratfolk",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "RATFOLK LOCATIONS",
							"entries": [
								"On Golarion, ysoki are most numerous in the Darklands below the continent of Tian Xia, where they rule a vast empire, but they can be found in the Inner Sea region as well\u2014particularly in the badlands and hills of Numeria, where they eagerly scavenge and collect strange technological wonders and weapons."
							]
						},
						"True to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. Despite common misconceptions that they are dirty or diseased, ysoki, as they call themselves, keep impeccably clean. Ratfolk are also sometimes mistaken for wererats and initially treated with fear until they can correct the mistaken identification\u2014if they get the chance to do so.",
						"In general, ratfolk have a keen understanding of pathological and alchemical sciences, which they employ in trade and self-defense. They make accomplished alchemists and tinkerers, and they often protect their lairs with traps, bombs, and other creations. Ratfolk merchants regularly dispatch large trade caravans that travel widely for a year or more before returning to their home community. During this time they make an effort to learn new things from the people they encounter and collect new, interesting materials and goods that they can bring back to their warrens.",
						"In their warrens, on the road, and in cities, ratfolk are extremely communal, thriving on proximity to and contact with one another even in relatively tight spaces. In addition, ratfolk are excellent at fighting in cramped spaces alongside their kin. Threatening one ratfolk or their allies is a surefire way to rally the whole community."
					]
				}
			]
		},
		{
			"name": "Scorpion",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Scorpion",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SCORPION VENOM",
							"entries": [
								"While scorpions are often symbols of death or evil, their venom can be extracted and used for a wide variety of medical applications. A character can milk an incapacitated giant scorpion to extract raw scorpion venom, which can be used as raw materials to craft giant scorpion venom or lesser antiplague. To determine the value of ingredients you gain each day and the DC of the appropriate {@skill Medicine} or Lore check, use the level 3 task entry in Table 4\u20132: Income Earned (Core Rulebook 237)."
							]
						},
						"Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions can be found in nearly every climate, where they hunt their prey with a mixture of patient stealth and raw strength. Most scorpions live in underground burrows, either as lone hunters or part of a larger colony. These arachnids are so feared and dangerous that in many cultures, they are treated as deities or dualistic symbols of both death and protection from said death."
					]
				}
			]
		},
		{
			"name": "Sea Devil",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Sea Devil",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SEA DEVIL \"DIPLOMACY\"",
							"entries": [
								"Sea devils dwell in most of the world's oceans, and they view all others as enemies. When alliances occur, they usually take place with singularly powerful allies, such as aquatic dragons, krakens, or powerful humanoid villains. {@skill Diplomacy}, to a sea devil, typically consists of violence and warfare.",
								{
									"type": "pf2-title",
									"name": "MUTANT DEVILS"
								},
								"Sea devils are prone to mutations, the most common of which is the manifestation of two additional arms. These mutated sea devils almost always rise to power as barons. Other mutations occur as well, but few are as strange as those that result in sea devils who look almost like aquatic elves\u2014save for a row of sharp teeth in their mouths."
							]
						},
						"Sea devils are horrid, amphibious humanoids who lurk in Golarion's oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects.",
						"Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves \"sahuagin\" but have wholly embraced their enemies' name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision.",
						"Among sea devil society, individuals are rewarded based on their performance during hunts and shore excursions, with rebels and outliers quickly culled from the ranks. Every pup is given a fair chance, however, and even the lowest-born sea devil can strive for the rank of commander, general, or perhaps even king or queen. Sea devils in positions of leadership tend to be among the largest, most violent, and most calculating of their kind, and fully realized sea devils are skilled warriors capable of capturing entire villages on their own. The most powerful sea devils are mighty kings and queens who coordinate the activity of lesser sea devils across territories spanning leagues, foiling attempts at their positions via manufactured blood feuds and wars against their numerous enemies ashore and underwater."
					]
				}
			]
		},
		{
			"name": "Shark",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Shark",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "BECOMING MANEATERS",
							"entries": [
								"Contrary to popular belief, sharks are not particularly fond of humanoids as meals. Only under the right conditions\u2014such as when food is scarce or the shark mistakes its victim for a seal\u2014will a shark attack a swimmer or small boat. Such occasions are traumatic enough for survivors to perpetuate the myth of shark as maneater."
							]
						},
						"Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with multiple rows of razor-sharp teeth capable of rending prey in an instant. Their uncanny ability to smell blood in the water means sharks might show up at any scene of aquatic carnage."
					]
				}
			]
		},
		{
			"name": "Snake",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Snake",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SNAKE RESOURCES",
							"entries": [
								"Snakeskin's distinctive pattern and wide variety of applications makes it a sought-after resource, and the hides of extra-large snakes such as giant anacondas can fetch a fine price in the right market. Such oversized snake hides can be used to craft clothing of snakeskin leather, including boots and gloves, as well as other items such as scabbards, backpacks, and even tents or makeshift boats. A snake's hide can be cleanly removed with a successful {@skill Crafting} check or appropriate Lore check.",
								{
									"type": "pf2-title",
									"name": "SNAKES IN MYTHOLOGY"
								},
								"Snakes appear frequently and prominently in the myths and legends of many cultures throughout the Inner Sea region. In Ancient Osirion, snakes were revered and associated both with the evil serpent god Apep and the good goddess Wadjet, the Green Empress. Perhaps the best-known example of snakes in Golarion's legends are the serpentfolk\u2014serpentine humanoids who ruled vast swaths of the world in prehistoric times and worshipped a foul snake deity called Ydersius."
							]
						},
						"Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs."
					]
				}
			]
		},
		{
			"name": "Spider",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Spider",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "ASSOCIATED MONSTERS",
							"entries": [
								"Though they are vermin incapable of forming true alliances, spiders show up alongside many types of creatures, including web lurkers (page 325). Spellcasters sometimes call upon spiders using summon animal, and spider swarms have a way of popping up just about anywhere at the most inopportune times.",
								{
									"type": "pf2-title",
									"name": "OTHER GIANT SPIDERS"
								},
								"A staggering number of species of giant spider exist in the world. Some, like the dream spider, whose venom creates strange hallucinations, are relatively small. Others, like the lumbering ogre spider, are larger than horses."
							]
						},
						"Few everyday vermin inspire as much dread as the infamous spider."
					]
				}
			]
		},
		{
			"name": "Sprite Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Sprite Type",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SPRITE PRANKS",
							"entries": [
								"Sprite pranks tend to be kind-hearted in nature; they might use their abilities to embarrass a braggart or to trick them into a convoluted scheme to help someone notice an admirer who has been there for them all along. Their plans are often half-baked; sprites' mercurial nature means they can easily become distracted by something new before following through on a previous plan."
							]
						},
						"Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms \"fey\" or \"fairy.\" While their dispositions vary from the benevolent grig to the trickster pixie, all sprites share a connection to magic and diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite."
					]
				}
			]
		},
		{
			"name": "Troll Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Troll Type",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "TROLL BLOOD",
							"entries": [
								"The blood of trolls is a valuable and difficult-to-procure substance of intense interest to alchemists, witches, and doctors the world over. Though initially it is of little interest other than its unnaturally vibrant hue, when processed correctly its applications are numerous. Experiments have produced oils that restore lost limbs, potions that grant the imbiber supernatural strength, and even smoke bombs that cause anyone caught in the haze to fly into an unstoppable rage.",
								{
									"type": "pf2-title",
									"name": "TROLL AUGURS"
								},
								"Particularly devout trolls, called augurs, claim to possess the so-called \"gift of sight,\" which they believe was granted them by the demon lord Urxehl. Augurs practice a disturbing method of future-telling, in which a troll slashes open its own abdomen and pulls out its entrails to interpret the prophecies in its quivering innards. Other cultists prod and agitate their gutted diviner to keep it conscious throughout the gruesome ordeal."
							]
						},
						"Slavering, cruel, practically invincible brutes: this is the villager's stock description for the dread monsters known as trolls. But words hardly do justice to trolls' capacity for destruction. They are as bloodthirsty as orcs but lacking the discipline, as massive as giants but capable of regenerating wounded flesh in an instant, and as reprobate as ogres but with twice the strength. The only way to really understand the wanton violence of a troll is to experience it firsthand\u2014a fate few would wish even upon their worst enemies.",
						"The first thing that comes to mind when most think of trolls is the creatures' power of bodily regeneration. So potent is this regeneration that the only way to overcome it is to exploit the troll's vulnerability to acid and fire. It is not enough to slay the troll with caustic or flaming weapons, though\u2014even the smallest scrap of a troll's flesh can regenerate into a full-size troll given enough time. The only sure way to eradicate a troll menace is to burn the monster's entire body until nothing remains.",
						"Trolls are solitary hunters, for their wickedness is anathema even to other giants. They occasionally roam in small gangs of two to four, but only when prey is plentiful or a particularly strong counterforce has broached their hunting grounds. In rare instances, an old and powerful troll comes to lead small tribes of trolls. Such \"troll kings\" possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem.",
						"A wide variety of trolls exist, from the terrible monster traditionally associated with the name to the water-dwelling scrag and hybrid flood troll. Regional variations exist as well\u2014mountain trolls among stony peaks, for instance, or moss trolls in swampy bayous\u2014but all share the same trademark regenerative powers and insatiable thirst for blood."
					]
				}
			]
		},
		{
			"name": "Wasp",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Wasp",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "SACRED STINGERS",
							"entries": [
								"Wasps are upheld as sacred among the priesthood of the elven deity Calistria, goddess of vengeance. Some priests of Calistria summon giant wasps or wasp swarms as servitors, while a few nurture giant wasps as pets, temple guardians, or companions. Followers of Calistria, both clergy and laypeople alike, seek to emulate the wasp's penchant for leaving stung victims alive to suffer over a long period: a fitting model for revenge.",
								{
									"type": "pf2-title",
									"name": "PARALYTIC POISON"
								},
								"The poison of the giant wasp loses its potency soon after being harvested, but alchemists have learned of a way to preserve some of its properties by adding a number of harsh additives; this method makes it even deadlier."
							]
						},
						"While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects\u2014to say nothing of their oversized kin\u2014can lay low an entire party of heroes. The wasps represented here are of the common variety also known as yellowjackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages, and the dreaded extraplanar hellwasps, which build their nests within the corpses of their victims."
					]
				}
			]
		},
		{
			"name": "Wolf Type",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Wolf Type",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "WOLF PACKS",
							"entries": [
								"Wolf packs claim and defend large swaths of territory, which they regularly patrol in search of both prey and competitors. It takes a pack roughly 10 days to cover the entire breadth of its territory, which can stretch for miles in any direction but usually adheres to natural terrain. Wolves keep claim over their territories by marking trees with their scent and howling to keep other packs away. If these warnings prove insufficient to drive off potential competitors, the pack attacks the intruders directly."
							]
						},
						"Wolves roam forests, hills, and other wild lands, where they hunt in packs to beleaguer and surround their prey before going in for the kill. Like most predatory animals, wolves prefer to attack the weakest or most vulnerable prey they can find."
					]
				}
			]
		},
		{
			"name": "Xulgath",
			"source": "B1",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Xulgath",
					"collapsible": true,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "XULGATH TREASURE",
							"entries": [
								"Xulgaths are relatively primitive, using tools and weapons of stone and other materials scavenged from the surface. These can replicate most simple and a few martial melee weapons, as well as simple thrown ranged weapons. An advanced tribe of xulgaths might be able to craft low-level magical talismans, such as a potency crystal or a returning clasp.",
								{
									"type": "pf2-title",
									"name": "XULGATH SOCIETY"
								},
								"Xulgaths respect strength, and the leader of a community is usually the strongest of all of them. The leader's dominance is rarely questioned until a potentially stronger xulgath believes it's time for a change in rulership. The two xulgaths then face off in a fight to the death, with the victor claiming rule."
							]
						},
						"Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of its spine. A typical xulgath is 5 feet tall and weighs 150 pounds.",
						"Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors' accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don't agree on why the ancient xulgath civilization fell. Some suspect it was the result of a loss of several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within.",
						"Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to terrible creatures from the Abyss. Occasionally, a xulgath shaman can call forth and bind a lesser demon to help serve the group, but a shaman who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or enslaves them."
					]
				}
			]
		}
	]
}
