{
	"companion": [
		{
			"name": "Chetamog",
			"source": "WoW1",
			"type": "Companion",
			"page": 86,
			"fluff": [
				"Your companion is a chetamog, a large tree-dwelling rodent that makes its home in the branches of the largest and most ancient trees of the Verduran Forest."
			],
			"size": [
				"medium",
				"large"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"damage": "{@damage 1d8} piercing"
				},
				{
					"range": "Melee",
					"name": "claw",
					"traits": [
						"agile"
					],
					"damage": "{@damage 1d6} slashing"
				}
			],
			"abilityMods": {
				"str": 1,
				"dex": 3,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "survival",
			"speed": {
				"walk": 40
			},
			"special": "mount",
			"support": "A chetamog ignores difficult terrain and greater difficult terrain from non-magical foliage.",
			"maneuver": {
				"name": "Scurry",
				"source": "WoW1",
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"Your chetamog takes any combination of two {@action Stride} or {@action Climb} actions. It has a +10-foot circumstance bonus to its Speed during these Strides."
				]
			}
		},
		{
			"name": "Augdunar",
			"source": "LOHh",
			"page": 109,
			"type": "Companion",
			"fluff": [
				"Your companion is an {@creature augdunar|LOHh}, a powerful breed of mule favored by the dwarves of Highhelm."
			],
			"size": [
				"medium"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "hoof",
					"damage": "{@damage 1d8} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 1,
				"con": 3,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 10,
			"skill": "athletics",
			"senses": {
				"other": [
					"{@ability low-light vision}",
					"{@ability scent} (imprecise) 30 feet"
				]
			},
			"speed": {
				"walk": 25
			},
			"special": "mount",
			"support": "The augdunar shifts its weight, proffering you an item. You {@action Interact} to draw a weapon or item that is being carried by the augdunar.",
			"maneuver": {
				"name": "Weighted Kick",
				"source": "LOHh",
				"page": 109,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"Your augdunar gives a heavy kick with its hind legs, bringing the weight of its burden on the target. It makes a hoof {@action Strike}. On a successful hit, the augdunar automatically {@action shove||Shoves} the target back 5 feet (10 feet on a critical success)."
				]
			}
		},
		{
			"name": "Draft Lizard",
			"source": "LOHh",
			"page": 109,
			"type": "Companion",
			"fluff": [
				"Your companion is a {@creature draft lizard|LOHh|giant lizard}, used in the depths of Highhelm as mounts and pack animals."
			],
			"size": [
				"medium"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"damage": "{@damage 1d8} piercing"
				},
				{
					"range": "Melee",
					"name": "tail",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d6} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "athletics",
			"senses": {
				"other": [
					"{@ability darkvision}",
					"{@ability scent} (imprecise) 30 feet"
				]
			},
			"speed": {
				"walk": 25
			},
			"special": "mount",
			"support": "Your draft lizard assists you in battle. You gain a +1 circumstance bonus on your next attack roll to {@action Strike} a foe within your draft lizard's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.",
			"maneuver": {
				"name": "Tail Swipe",
				"source": "LOHh",
				"page": 109,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"Your draft lizard sweeps its tail, making tail {@action strike||Strikes} against up to two adjacent foes. Each attack counts toward the draft lizard's multiple attack penalty, but the penalty only increases after all the attacks have been made."
				]
			}
		},
		{
			"name": "Goat",
			"source": "LOHh",
			"page": 109,
			"type": "Companion",
			"fluff": [
				"Your companion is a breed of mountain goat populous in the Five Kings Mountains."
			],
			"size": [
				"medium"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "headbutt",
					"traits": [
						"shove"
					],
					"damage": "{@damage 1d8} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "acrobatics",
			"senses": {
				"other": [
					"{@ability scent} (imprecise) 30 feet"
				]
			},
			"speed": {
				"walk": 35,
				"climb": 15
			},
			"special": "mount",
			"support": "Your goat boosts you up a wall, allowing you to reach greater heights. You climb up a surface as if you had rolled a success on a {@action Climb} action.",
			"maneuver": {
				"name": "Knock Aside",
				"source": "LOHh",
				"page": 109,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"requirements": "The animal companion's last action was a successful headbutt {@action Strike}.",
				"entries": [
					"The goat automatically pushes the target back 5 feet, or 10 feet if the required {@action Strike} was a critical hit."
				]
			}
		},
		{
			"name": "Air Elemental",
			"source": "RoE",
			"page": 40,
			"type": "Companion",
			"traits": [
				"uncommon",
				"air"
			],
			"fluff": [],
			"access": "You are a member of the {@class druid||storm order|storm}",
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "gust",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d6} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 1,
				"dex": 2,
				"con": 1,
				"int": -4,
				"wis": 1,
				"cha": 1
			},
			"hp": 4,
			"skill": "stealth",
			"speed": {
				"fly": 50
			},
			"support": "Your air elemental swirls around you with concealing gusts, making it harder for your foes to hit you and possibly giving you a moment to hide. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your air elemental's reach, you are {@condition concealed} to that creature until the start of your next turn.",
			"maneuver": {
				"name": "Circling Flyby",
				"source": "RoE",
				"page": 40,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"Your air elemental flies in a circle, blowing gusts at your foes before returning back to its starting position. The air elemental Flies up to half its Speed, makes two gust Strikes, then Flies up to half its Speed again to return to its original location. Both attacks count toward the air elemental's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks."
				]
			}
		},
		{
			"name": "Earth Elemental",
			"source": "RoE",
			"page": 40,
			"type": "Companion",
			"traits": [
				"uncommon",
				"earth"
			],
			"fluff": [],
			"access": "You are a member of the {@class druid||stone order|stone|SoM}",
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "fist",
					"damage": "{@damage 1d8} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 0,
				"con": 3,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 10,
			"skill": "survival",
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"speed": {
				"walk": 20,
				"burrow": 10
			},
			"support": "Your earth elemental cracks the earth beneath your foe's feet, making it difficult for the foe to move. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your earth elemental's reach, the first square the creature moves into after taking that damage is {@quickref difficult terrain||3|terrain}.",
			"maneuver": {
				"name": "Polling Knockdown",
				"source": "RoE",
				"page": 40,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"Your earth elemental rolls along the ground like a bowling ball and knocks a foe over. It Strides up to 10 feet then makes a fist Strike. If it hits, the target is also knocked {@condition prone}."
				]
			}
		},
		{
			"name": "Fire Elemental",
			"source": "RoE",
			"page": 40,
			"type": "Companion",
			"traits": [
				"uncommon",
				"fire"
			],
			"fluff": [],
			"access": "You are a member of the {@class druid||flame order|flame|SoM}",
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "tendril",
					"traits": [
						"agile",
						"finesse"
					],
					"damage": "{@damage 1d6} fire"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 2,
				"con": 1,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 4,
			"skill": "intimidation",
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"speed": {
				"walk": 25
			},
			"special": "{@i Immunities} {@trait fire}, {@i Weaknesses} {@trait cold} and {@trait water} (equal to the fire elemental's level)",
			"support": "Your fire elemental burns your foes and sets them on fire. Until the start of your next turn, your Strikes that damage a creature in your fire elemental's reach also deal {@damage 1d6} {@condition persistent damage||persistent fire damage}. If your fire elemental is nimble or savage, the {@condition persistent damage||persistent fire damage} increases to {@damage 2d6}.",
			"maneuver": {
				"name": "Flamethrower",
				"source": "RoE",
				"page": 41,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The fire elemental makes a tendril {@action Strike} against all creatures in a 60-foot line, even those that aren't in the tendril Strike's reach. All these {@action Strike||Strikes} count toward the fire elemental's multiple attack penalty, but it doesn't increase until all the Strikes."
				]
			}
		},
		{
			"name": "Metal Elemental",
			"source": "RoE",
			"page": 41,
			"type": "Companion",
			"traits": [
				"uncommon",
				"metal"
			],
			"fluff": [],
			"access": "Metal elementals don't have any special access because druids don't have an order dedicated to the elemental magic of metal.",
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "spike",
					"damage": "{@damage 1d8} piercing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 1,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "intimidation",
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"speed": {
				"walk": 25
			},
			"support": "Your metal elemental pierces an enemy with metal spikes that cause it to bleed. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your metal elemental's reach also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. If your metal elemental is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}.",
			"maneuver": {
				"name": "Spiked Bunker",
				"source": "RoE",
				"page": 41,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"entries": [
					"Your metal elemental surrounds itself with protective metal spikes, hunkering down defensively. It gains a +2 circumstance bonus to AC. Any creature that hits the metal elemental with a melee {@trait unarmed} attack while it's in its Spiked Bunker takes {@damage 2d6} piercing damage (or {@damage 3d6} piercing damage if your metal elemental has a specialization). The metal elemental can't move, Strike, or take other actions that require it to use its body while in its Spiked Bunker, but it can retract the bunker as a single action, ending the effects."
				]
			}
		},
		{
			"name": "Water Elemental",
			"source": "RoE",
			"page": 41,
			"type": "Companion",
			"traits": [
				"uncommon",
				"water"
			],
			"fluff": [
				"Your companion is a water elemental, such asa brine shark."
			],
			"access": "You are a member of the {@class druid||wave order|wave|SoM}",
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "wave",
					"damage": "{@damage 1d8} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 2,
				"con": 1,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 6,
			"skill": "survival",
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"speed": {
				"walk": 15,
				"swim": 35
			},
			"special": "{@i Resistances} {@trait fire} (equal to the water elemental's level)",
			"support": "Your water elemental waterlogs a foe. The first time before the start of your next turn you hit with a {@action Strike} that deals damage to a creature within your water elemental's reach, that creature becomes {@trait clumsy} 1 until the end of your next turn.",
			"maneuver": {
				"name": "Drench",
				"source": "RoE",
				"page": 41,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"entries": [
					"Your water elemental drenches nearby fires to extinguish them. Your elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (its counteract modifier is equal to its attack modifier with its wave Strike, unmodified by any bonuses or effects that apply to attack rolls)."
				]
			}
		},
		{
			"name": "Wood Elemental",
			"source": "RoE",
			"page": 41,
			"type": "Companion",
			"traits": [
				"uncommon",
				"plant",
				"wood"
			],
			"fluff": [
				"Your companion is a wood elemental, such as a moss sloth."
			],
			"access": "You are a member of the {@class druid||leaf order|leaf}",
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "branch",
					"damage": "{@damage 1d8} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 1,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "survival",
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"speed": {
				"walk": 25,
				"climb": 25
			},
			"support": "Your wood elemental entangles your foes with detachable branches and roots. Until the start of your next turn, if you hit with a {@action Strike} that deals damage to a creature in your wood elemental's reach, the creature takes a \u20135-foot circumstance penalty to its Speeds for 1 minute (\u201310 on a critical success). The creature, or a creature adjacent to it, can use an {@action Interact} action to unravel the branches and roots and remove the penalty.",
			"maneuver": {
				"name": "Grabbing Branches",
				"source": "RoE",
				"page": 41,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"Your wood elemental surrounds a foe with branches, grabbing it in place. Your wood elemental makes a branch {@action Strike}; on a success, the target is also grabbed by the wood elemental until the end of your next turn unless your wood elemental moves or the target {@action Escape||Escapes}."
				]
			}
		},
		{
			"name": "Water Wraith",
			"source": "LOIL",
			"page": 107,
			"type": "Companion",
			"fluff": [
				"Though they originate in the Mwangi Expanse, reptiles known as water wraiths migrated to the Impossible Lands in ages past. Driven to local extinction in the Nex-Geb war, they recently returned to lurk in the mighty Ustradi river. Alkenstar reconnaissance teams venturing into the inhospitable Mana Wastes value water wraiths both for their sharp instincts in finding water sources as well as their color-changing abilities that can transmit visual signals clearly over long distances\u2014a valuable tactical asset for Alkenstar's military intelligence efforts."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"damage": "{@damage 1d8} piercing"
				},
				{
					"range": "Melee",
					"name": "claw",
					"traits": [
						"agile"
					],
					"damage": "{@damage 1d6} slashing"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 6,
			"skill": "survival",
			"special": "The water wraith can hold its breath for about 2 hours.",
			"speed": {
				"walk": 20,
				"swim": 25
			},
			"support": "Your water wraith hisses and changes colors swiftly in an iridescent clash, overwhelming your foes in an avalanche of shades and hues. Until the start of your next turn, each time you hit a creature within your water wraith's reach, the creature is {@condition dazzled} for 1 round.",
			"traits": [
				"uncommon"
			],
			"maneuver": {
				"name": "Gulp Blood",
				"source": "LOIL",
				"page": 107,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"requirements": "The water wraith's last action was a successful jaws attack against a foe.",
				"entries": [
					"The water wraith gains {@dice 2d8} temporary Hit Points that last for 1 round, and the foe takes {@dice 2d8} {@condition persistent damage||persistent bleed damage}. If the water wraith has a specialization, the water wraith instead gains {@dice 3d8} temporary Hit Points, and the target takes 3d6 {@condition persistent damage||persistent bleed damage}. If the targeted creature has absolutely no vital fluids, this ability might not function, at the GM's discretion."
				]
			}
		},
		{
			"name": "Ape",
			"source": "APG",
			"page": 144,
			"type": "Companion",
			"fluff": [
				"Your companion is an ape or other primate."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "fist",
					"damage": "{@damage 1d8} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 1,
				"con": 2,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 8,
			"skill": "intimidation",
			"senses": {
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 25,
				"climb": 25
			},
			"support": "Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes {@condition frightened 1}.",
			"maneuver": {
				"name": "Frightning Display",
				"source": "APG",
				"page": 144,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"entries": [
					"Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to {@action Demoralize} the target creature; this display gains the {@trait visual} trait and doesn't require language. While {@condition frightened} by this ability, the target is {@condition flat-footed} to your ape."
				]
			}
		},
		{
			"name": "Arboreal Sapling",
			"source": "APG",
			"page": 144,
			"type": "Companion",
			"fluff": [
				"Your companion is a walking tree, a cousin of the great arboreal wardens and regents. An arboreal sapling has the {@trait plant} trait instead of the {@trait animal} trait, but it otherwise functions normally as an animal companion. They are typically only selected by {@class druid||animal order druids|animal} who are also members of the {@class druid||leaf order|leaf}."
			],
			"access": "You are a member of the {@class druid||leaf order|leaf}.",
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "branch",
					"damage": "{@damage 1d8} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 1,
				"con": 2,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 8,
			"skill": "stealth",
			"senses": {
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 25
			},
			"support": "Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling's reach, the first square the creature moves into after taking that damage is {@quickref difficult terrain||3|terrain}.",
			"maneuver": {
				"name": "Throw Rock",
				"source": "APG",
				"page": 144,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"entries": [
					"The arboreal sapling {@action Interact||Interacts} to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock {@action Strike} that deals a base of {@damage 1d6} bludgeoning damage with a range increment of 30 feet."
				]
			},
			"traits": [
				"uncommon"
			]
		},
		{
			"name": "Badger",
			"source": "CRB",
			"page": 215,
			"type": "Companion",
			"fluff": [
				"Your companion is a badger, wolverine, or other big mustelid."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"damage": "{@damage 1d8} piercing"
				},
				{
					"range": "Melee",
					"name": "claw",
					"traits": [
						"agile"
					],
					"damage": "{@damage 1d6} slashing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 8,
			"skill": "survival",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 25,
				"burrow": 10,
				"climb": 10
			},
			"support": "Your badger digs around your foe's position, interfering with its footing. Until the start of your next turn, if you hit and deal damage to a creature your badger threatens, the target can't use a {@action Step} action (unless it can {@action Step} through {@quickref difficult terrain||3|terrain}) until it moves from its current position.",
			"maneuver": {
				"name": "Badger Rage",
				"source": "CRB",
				"page": 215,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"traits": [
					"concentrate",
					"emotion",
					"mental"
				],
				"requirements": "The badger isn't {@condition fatigued} or raging.",
				"entries": [
					"The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls {@condition unconscious}, whichever comes first. It can't voluntarily stop raging. While raging, the badger is affected in the following ways.",
					{
						"type": "list",
						"items": [
							"It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.",
							"It takes a \u20131 penalty to AC",
							"It can't use actions that have the {@trait concentrate} trait unless they also have the {@trait rage} trait. The animal companion can {@action Seek} even while raging."
						]
					},
					"After it has stopped raging, it can't use Badger Rage again for 1 minute."
				]
			}
		},
		{
			"name": "Bat",
			"source": "APG",
			"page": 144,
			"type": "Companion",
			"fluff": [
				"Your companion is a particularly large bat, such as a {@creature giant bat}."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d6} piercing"
				},
				{
					"range": "Melee",
					"name": "wing",
					"traits": [
						"agile",
						"finesse"
					],
					"damage": "{@damage 1d4} slashing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 3,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 6,
			"skill": "stealth",
			"senses": {
				"other": [
					"{@ability low-light vision}",
					"echolocation 20 feet (the bat can use hearing as a precise sense within this range)"
				]
			},
			"speed": {
				"walk": 15,
				"fly": 30
			},
			"support": "Your bat flaps around your foes' arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat's reach that you damage with {@action Strike||Strikes} take a \u20131 circumstance penalty to their attack rolls.",
			"maneuver": {
				"name": "Wing Thrash",
				"source": "APG",
				"page": 144,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"entries": [
					"The bat thrashes wildly with its wings, making wing {@action Strike||Strikes} against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made."
				]
			}
		},
		{
			"name": "Bear",
			"source": "CRB",
			"page": 215,
			"type": "Companion",
			"fluff": [
				"Your companion is a black, grizzly, polar, or other type of bear."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"damage": "{@damage 1d8} piercing"
				},
				{
					"range": "Melee",
					"name": "claw",
					"traits": [
						"agile"
					],
					"damage": "{@damage 1d6} slashing"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "intimidation",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 35
			},
			"support": "Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear's reach with a {@action Strike}, the creature takes {@damage 1d8} slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to {@damage 2d8}.",
			"maneuver": {
				"name": "Bear Hug",
				"source": "CRB",
				"page": 215,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"requirements": "The bear's last action was a successful claw {@action Strike}.",
				"entries": [
					"The bear makes another claw {@action Strike} against the same target. If this {@action Strike} hits, the target is also {@condition grabbed}, as if the bear had successfully {@action Grapple||Grappled} the target."
				]
			}
		},
		{
			"name": "Beetle",
			"source": "LOTGB",
			"page": 54,
			"type": "Companion",
			"fluff": [
				"Your animal companion is a large, flightless stag beetle."
			],
			"size": [
				"medium",
				"large"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "mandible",
					"damage": "{@damage 1d8} piercing"
				},
				{
					"range": "Melee",
					"name": "foot",
					"traits": [
						"agile"
					],
					"damage": "{@damage 1d6} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 1,
				"con": 3,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "survival",
			"senses": {
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 35
			},
			"support": "Your beetle stomps around and smashes into foes, knocking them off balance or pushing them aside when you create an opening. Until the start of your next turn, while riding on your beetle, your {@action Strike||Strikes} that deal damage either make the target {@condition flat-footed} until the end of your next turn or move the target 5 feet away from the beetle (this is {@quickref forced movement||3|forced movement}). The target chooses which effect occurs.",
			"maneuver": {
				"name": "Hustle",
				"source": "LOTGB",
				"page": 54,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The beetle moves at incredible speed. It {@action Stride||Strides} three times."
				]
			},
			"special": "mount"
		},
		{
			"name": "Bird",
			"source": "CRB",
			"page": 215,
			"type": "Companion",
			"fluff": [
				"Your companion is a bird of prey, such as an eagle, hawk, or owl."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"traits": [
						"finesse"
					],
					"damage": "{@dice 1d6} finesse"
				},
				{
					"range": "Melee",
					"name": "talon",
					"traits": [
						"agile",
						"finesse"
					],
					"damage": "{@damage 1d4} slashing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 3,
				"con": 1,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 4,
			"skill": "stealth",
			"senses": {
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 10,
				"fly": 60
			},
			"support": "The bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature that your bird threatens also deal {@damage 1d4} {@condition persistent damage||persistent bleed damage}, and the target is {@condition dazzled} until it removes the bleed damage. If your bird is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d4}.",
			"maneuver": {
				"name": "Flyby Attack",
				"source": "CRB",
				"page": 215,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The bird {@action Fly||Flies} and makes a talon {@action Strike} at any point along the way."
				]
			}
		},
		{
			"name": "Boar",
			"source": "APG",
			"page": 144,
			"type": "Companion",
			"fluff": [
				"Your companion is a boar or pig."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "tusk",
					"damage": "{@damage 1d8} piercing"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 1,
				"con": 2,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 8,
			"skill": "survival",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 35
			},
			"support": "Your boar gores your foes. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your boar's reach also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. If your boar is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}.",
			"maneuver": {
				"name": "Boar Charge",
				"source": "APG",
				"page": 144,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The boar {@action Stride||Strides} twice in a straight line and then makes a tusk {@action Strike}. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll."
				]
			}
		},
		{
			"name": "Camel",
			"source": "AoA5",
			"page": 80,
			"type": "Companion",
			"fluff": [
				"Your companion is a camel or llama."
			],
			"size": [
				"medium",
				"large"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"damage": "{@damage 1d6} piercing"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "survival",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 35
			},
			"support": "The camel makes a ranged attack to spit a long string of saliva at a foe within 10 feet. On a hit, the foe is {@condition dazzled} for 1 round.",
			"maneuver": {
				"name": "Sand Stride",
				"source": "AoA5",
				"page": 80,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"traits": [
					"move"
				],
				"entries": [
					"The camel {@action Stride||Strides} twice with a +5-foot circumstance bonus to Speed, ignoring {@quickref difficult terrain||3|terrain} caused by rubble, sand, and uneven ground made of earth and stone."
				]
			},
			"special": "mount; your camel ignores the harmful effects of mild, severe, and extreme cold or heat, selected when you gain the companion"
		},
		{
			"name": "Capybara",
			"source": "LOTGB",
			"page": 54,
			"type": "Companion",
			"fluff": [
				"Your animal companion is a capybara, a giant rodent common in the forests of Arcadia."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "head",
					"traits": [
						"agile"
					],
					"damage": "{@damage 1d6} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 6,
			"skill": "survival",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 35
			},
			"support": "Your capybara assists you in battle. You gain a +1 circumstance bonus on your next attack roll to {@action Strike} a foe within your capybara's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.",
			"maneuver": {
				"name": "Distracting Spray",
				"source": "LOTGB",
				"page": 54,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The capybara sprays an adjacent target with its scent glands. The target must attempt a Fortitude save. Wiping off the musk takes an {@action Interact} action and ends the effect. This uses a trained DC using the capybara's Constitution modifier or an expert DC if the capybara is specialized.",
					{
						"type": "successDegree",
						"entries": {
							"Critical Success": "The creature is unaffected.",
							"Success": "The creature is {@condition clumsy 1} for 1 round.",
							"Failure": "The creature is {@condition clumsy 1} for 1 minute.",
							"Critical Failure": "The creature is {@condition clumsy 2} for 1 minute."
						}
					}
				]
			}
		},
		{
			"name": "Cat",
			"source": "CRB",
			"page": 215,
			"type": "Companion",
			"fluff": [
				"Your companion is a big cat, such as a leopard or tiger."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d6} piercing"
				},
				{
					"range": "Melee",
					"name": "claw",
					"traits": [
						"agile",
						"finesse"
					],
					"damage": "{@damage 1d4} slashing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 3,
				"con": 1,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 4,
			"skill": "stealth",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 35
			},
			"support": "Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that deal damage to a creature within your cat's reach make the target {@condition flat-footed} until the end of your next turn.",
			"maneuver": {
				"name": "Cat Pounce",
				"source": "CRB",
				"page": 215,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The cat {@action Stride||Strides} and then {@action Strike||Strikes}. If it was {@condition undetected} at the start of its Cat Pounce, it remains {@condition undetected} until after the attack."
				]
			},
			"special": "Your cat deals {@damage 1d4} extra precision damage against {@condition flat-footed} targets."
		},
		{
			"name": "Cave Gecko",
			"source": "EC4",
			"page": 73,
			"type": "Companion",
			"fluff": [
				"Your companion is a sticky-footed lizard like a gecko or anole."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d6} piercing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 3,
				"con": 1,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 6,
			"skill": "stealth",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 25,
				"climb": 25
			},
			"support": "Your cave gecko helps you stay afoot, leaning into you and propping you up as you maneuver your opponent. Until the end of your next turn, as long as you are adjacent to your cave gecko, if you attempt to {@action Disarm}, {@action Shove}, or {@action Trip} an opponent and roll a critical failure, you get a failure instead.",
			"maneuver": {
				"name": "Tongue Pull",
				"source": "EC4",
				"page": 73,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"traits": [
					"attack"
				],
				"entries": [
					"The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an {@skill Athletics} check against the foe's Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is {@quickref forced movement||3|forced movement}. On a critical success, the foe is also {@condition grabbed} until the beginning of your next turn."
				]
			}
		},
		{
			"name": "Cave Pterosaur",
			"source": "EC4",
			"page": 74,
			"type": "Companion",
			"fluff": [
				"Your companion is a flying prehistoric creature, such as a dimorphodon or pterodactyl, that has adapted to life in the cavern vaults beneath the ground."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "beak",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d6} piercing"
				},
				{
					"range": "Melee",
					"name": "talon",
					"traits": [
						"agile",
						"finesse"
					],
					"damage": "{@damage 1d4} slashing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 3,
				"con": 1,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 4,
			"skill": "thievery",
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"speed": {
				"walk": 10,
				"fly": 60
			},
			"support": "Your pterosaur expands its wings and makes distracting flapping motions. Any creature that would gain lesser cover from the pterosaur gains standard cover instead.",
			"maneuver": {
				"name": "Pterosaur Swoop",
				"source": "EC4",
				"page": 74,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The pterosaur {@action Fly||Flies} up to its Speed and makes one beak {@action Strike} at any point during that movement."
				]
			}
		},
		{
			"name": "Crocodile",
			"source": "APG",
			"page": 145,
			"type": "Companion",
			"fluff": [
				"Your companion is a crocodile or a similar crocodilian reptile, such as an alligator or caiman."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"damage": "{@damage 1d8} piercing"
				},
				{
					"range": "Melee",
					"name": "tail",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d6} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 6,
			"skill": "stealth",
			"senses": {
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 20,
				"swim": 25
			},
			"support": "Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your {@action Strike} damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws {@action Strike}. If the target is smaller than the crocodile, it takes a \u201310-foot circumstance penalty to its Speeds and can't {@action Fly} while the crocodile is latched on.",
			"maneuver": {
				"name": "Death Roll",
				"source": "APG",
				"page": 145,
				"requirements": "The crocodile has a creature {@condition grabbed}.",
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws {@action Strike} with a +2 circumstance bonus to the attack roll against the {@condition grabbed} creature. If it hits, it also knocks the creature {@condition prone}. If it misses, it releases the creature."
				]
			},
			"special": "The crocodile can hold its breath for about 2 hours."
		},
		{
			"name": "Dromaeosaur",
			"source": "CRB",
			"page": 216,
			"type": "Companion",
			"fluff": [
				"Your companion is a dromaeosaur (also called a raptor), such as a velociraptor or deinonychus."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d8} piercing"
				},
				{
					"range": "Melee",
					"name": "talon",
					"traits": [
						"agile",
						"finesse"
					],
					"damage": "{@damage 1d6} slashing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 3,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 6,
			"skill": "stealth",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 50
			},
			"support": "Your raptor constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you can choose a different space for each of your attacks.",
			"maneuver": {
				"name": "Darting Attack",
				"source": "CRB",
				"page": 216,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"entries": [
					"The raptor {@action Step||Steps} up to 10 feet and then {@action Strike||Strikes}, or {@action Strike||Strikes} and then {@action Step||Steps} up to 10 feet."
				]
			}
		},
		{
			"name": "Horse",
			"source": "CRB",
			"page": 216,
			"type": "Companion",
			"fluff": [
				"Your companion is a horse, pony, or similar equine."
			],
			"size": [
				"medium",
				"large"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "hoof",
					"traits": [
						"agile"
					],
					"damage": "{@damage 1d6} bludgeoning"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "survival",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 40
			},
			"support": "Until the start of your next turn, if you're mounted on your horse and moved 10 feet or more on the action before a melee {@action Strike}, add a circumstance bonus to damage for that {@action Strike} equal to twice the number of weapon damage dice. If your weapon already has the {@trait jousting} weapon trait, increase the trait's damage bonus by 2 per die instead.",
			"maneuver": {
				"name": "Gallop",
				"source": "CRB",
				"page": 216,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"traits": [
					"move"
				],
				"entries": [
					"The horse {@action Stride||Strides} twice at a +10-foot circumstance bonus to Speed."
				]
			},
			"special": "mount"
		},
		{
			"name": "Hyena",
			"source": "AoA5",
			"page": 80,
			"type": "Companion",
			"fluff": [
				"Your companion is a hyena."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d8} piercing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 3,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 6,
			"skill": "intimidation",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 40
			},
			"support": "The hyena mockingly yowls at your enemies and bites at them when you create an opening. Until the start of your next turn, each time you hit a creature in the hyena's reach with a {@action Strike}, the creature becomes {@condition frightened 1}.",
			"maneuver": {
				"name": "Gnaw",
				"source": "AoA5",
				"page": 80,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"requirements": "The animal companion's last action was a successful jaws {@action Strike}",
				"entries": [
					"The {@action Strike}'s target takes {@damage 1d6} {@condition persistent damage||persistent bleed damage} and takes a \u201310-foot status penalty to its Speed until it removes the bleed damage. If the hyena is a {@quickref specialized animal companion||0|Specialized Animal Companions}, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}."
				]
			}
		},
		{
			"name": "Monitor Lizard",
			"source": "EC4",
			"page": 73,
			"type": "Companion",
			"fluff": [
				"Your companion is a stocky-limbed lizard with a long, almost serpentine body."
			],
			"size": [
				"medium"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"damage": "{@damage 1d8} piercing"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "survival",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 30
			},
			"support": "The monitor lizard distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your next turn, if your {@action Strike} damages a foe, any time the foe attempts an action with the {@trait manipulate} trait until the end of your next turn, it must attempt a DC {@flatDC 5} flat check. On a failure, the action is disrupted.",
			"maneuver": {
				"name": "Lurching Rush",
				"source": "EC4",
				"page": 73,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"entries": [
					"The monitor lizard {@action Stride||Strides} and then makes a jaws {@action Strike}. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll."
				]
			},
			"special": "mount"
		},
		{
			"name": "Moth",
			"source": "LOTGB",
			"page": 54,
			"type": "Companion",
			"fluff": [
				"Your animal companion is a giant fruit-eating moth with a strong proboscis that can pierce skin."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "proboscis",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d6} piercing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 3,
				"con": 1,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 6,
			"skill": "stealth",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability darkvision}"
				]
			},
			"speed": {
				"walk": 15,
				"fly": 30
			},
			"support": "Your moth releases a shower of dust to reveal your foes. Until the start of your next turn, if you damage a {@condition concealed} or {@condition hidden} creature in your moth's reach with a {@action Strike}, that creature requires only a DC {@flatDC 3} flat check to target it if it's {@condition concealed}, or DC {@flatDC 9} if it's {@condition hidden}. The reduced DC lasts until the end of your next turn.",
			"maneuver": {
				"name": "Ultrasonic Scream",
				"source": "LOTGB",
				"page": 54,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The moth flaps its wings and emits ultrasonic squeaks that scramble the senses of nearby creatures. Choose one creature within 30 feet of the moth. That creature must attempt a Fortitude save. This uses a trained DC using the moth's Constitution modifier or an expert DC if the moth is specialized.",
					{
						"type": "successDegree",
						"entries": {
							"Success": "The target treats all creatures as {@condition concealed} on its next attack before the start of your next turn.",
							"Failure": "The target treats all creatures as {@condition concealed} until the start of your next turn.",
							"Critical Failure": "As failure, and the target is also {@condition stunned 1}."
						}
					}
				]
			},
			"special": "Your moth is invisible to {@ability echolocation}."
		},
		{
			"name": "Pangolin",
			"source": "LOTGB",
			"page": 55,
			"type": "Companion",
			"fluff": [
				"Your companion is a particularly large pangolin, such as an ugvashi from Vudra."
			],
			"size": [
				"medium"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "body",
					"damage": "{@damage 1d8} bludgeoning"
				},
				{
					"range": "Melee",
					"name": "claw",
					"traits": [
						"agile"
					],
					"damage": "{@damage 1d6} slashing"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "survival",
			"senses": {
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 25
			},
			"support": "Your pangolin tears at your enemies with its serrated plates. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your pangolin's reach also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. If your pangolin is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}.",
			"maneuver": {
				"name": "Defensive Curl",
				"source": "LOTGB",
				"page": 55,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"entries": [
					"The pangolin coils into a ball to defend itself. It gains a +2 circumstance bonus to AC. Any creature that hits the pangolin with a melee unarmed attack while it's in its Defensive Curl take {@damage 2d6} {@condition persistent damage||persistent bleed damage}. The pangolin can't move, use its unarmed attacks, or take other actions that require it to use its limbs while in its Defensive Curl, but it can unfurl as a single action, ending the effects of Defensive Curl."
				]
			}
		},
		{
			"name": "Riding Drake",
			"source": "APG",
			"page": 145,
			"type": "Companion",
			"fluff": [
				"Your companion is a swift, flightless drake with limited intelligence, less vicious than most drakes but fiercely loyal to you. A riding drake has the {@trait dragon} trait instead of the {@trait animal} trait, but it otherwise functions normally as an animal companion."
			],
			"size": [
				"large"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"damage": "{@damage 1d8} piercing"
				},
				{
					"range": "Melee",
					"name": "tail",
					"damage": "{@damage 1d6} piercing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 1,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 2
			},
			"hp": 8,
			"skill": "intimidation",
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"speed": {
				"walk": 45
			},
			"support": "Your drake snorts fire in your foes' faces. Until the start of your next turn, each time you {@action Strike} while riding the drake and hit a creature in the drake's reach, the creature takes {@damage 1d4} fire damage from the drake. If your drake is nimble or savage, the fire damage increases to {@damage 2d4}.",
			"maneuver": {
				"name": "Breath Weapon",
				"source": "APG",
				"page": 145,
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"frequency": {
					"unit": "hour",
					"number": 1
				},
				"entries": [
					"The riding drake breathes a 30-foot cone of fire, dealing {@damage 1d6 + floor((#$prompt_number:min=2,title=Character Level,default=2$#)/2)d6|1d6} fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized."
				]
			},
			"traits": [
				"uncommon"
			],
			"special": "mount"
		},
		{
			"name": "Scorpion",
			"source": "APG",
			"page": 145,
			"type": "Companion",
			"fluff": [
				"Your companion is one of the various species of giant scorpion."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "stinger",
					"damage": "{@damage 1d6} piercing plus poison"
				},
				{
					"range": "Melee",
					"name": "pincer",
					"traits": [
						"agile"
					],
					"damage": "{@damage 1d6} slashing"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 3,
				"con": 1,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 6,
			"skill": "stealth",
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"speed": {
				"walk": 30
			},
			"support": "Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your scorpion's reach also deal {@damage 1d6} {@condition persistent damage||persistent poison damage}. If your scorpion is nimble or savage, the {@condition persistent damage||persistent poison damage} increases to {@damage 2d6}.",
			"maneuver": {
				"name": "Grab and Sting",
				"source": "APG",
				"page": 145,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer {@action Strike}. If the {@action Strike} hits, the target creature automatically becomes {@action grab||grabbed} by the scorpion, which then makes a stinger {@action Strike} against it. The {@condition grabbed} condition lasts until the end of your next turn."
				]
			},
			"special": "The scorpion's stinger attack deals an additional {@damage 1d4} poison damage or {@damage 2d4} poison damage if the scorpion is a specialized companion."
		},
		{
			"name": "Shadow Hound",
			"source": "SoM",
			"page": 228,
			"type": "Companion",
			"fluff": [
				"Your companion is a canine creature related to the {@plane Shadow Plane} denizens known as shadow mastiffs."
			],
			"access": "You're a {@archetype Shadowcaster|SoM}.",
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d8} piercing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 3,
				"con": 1,
				"int": -4,
				"wis": 1,
				"cha": 1
			},
			"hp": 4,
			"skill": "intimidation",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"{@ability darkvision}"
				]
			},
			"speed": {
				"walk": 30
			},
			"support": "Your shadow hound shrouds your foes in shadow when you leave an opening. Until the start of your next turn, when you damage a creature with a {@action Strike} and that creature is within reach of your shadow hound, both you and your shadow hound become {@condition concealed} to the creature until the end of your next turn.",
			"maneuver": {
				"name": "Bay",
				"source": "SoM",
				"page": 228,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The shadow hound releases an eerie bay, attempting to {@action Demoralize} each foe in a 20-foot emanation. These {@action Demoralize} attempts don't require a language and don't take any penalty due to not sharing a language."
				]
			}
		},
		{
			"name": "Shark",
			"source": "APG",
			"page": 145,
			"type": "Companion",
			"fluff": [
				"Your companion is a shark of any kind, such as a hammerhead, great white, or jigsaw shark."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"damage": "{@damage 1d8} piercing"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 6,
			"skill": "stealth",
			"senses": {
				"imprecise": [
					"{@ability scent} 60 feet"
				],
				"other": [
					"blood scent"
				]
			},
			"speed": {
				"swim": 40
			},
			"support": "When your shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the shark's reach with a {@action Strike} and deal slashing or piercing damage, the creature takes {@damage 1d8} slashing damage from the shark. If your shark is nimble or savage, the slashing damage increases to {@damage 2d8}.",
			"maneuver": {
				"name": "Shred",
				"source": "APG",
				"page": 145,
				"requirements": "The shark hit with a jaws {@action Strike} on its most recent action this turn.",
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"entries": [
					"The shark viciously rips into the wound, dealing additional damage. The target of the shark's {@action Strike} takes {@damage 1d8} slashing damage ({@damage 2d8} for a mature shark or {@damage 3d8} for a specialized companion)."
				]
			},
			"special": "The shark has the {@trait aquatic} trait. Its blood scent enables it to smell blood in the water from up to 1 mile away."
		},
		{
			"name": "Snake",
			"source": "CRB",
			"page": 216,
			"type": "Companion",
			"fluff": [
				"Your companion is a constrictor snake, such as a boa or python."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d8} piercing"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 3,
				"con": 1,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 6,
			"skill": "stealth",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"low-light vision"
				]
			},
			"speed": {
				"walk": 20,
				"climb": 20,
				"swim": 20
			},
			"support": "Your snake holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your snake threatens can't use reactions triggered by your actions unless its level is higher than yours.",
			"maneuver": {
				"name": "Constrict",
				"source": "CRB",
				"page": 216,
				"requirements": "The snake has a smaller creature {@condition grabbed}.",
				"activity": {
					"number": 1,
					"unit": "action"
				},
				"entries": [
					"The snake deals 12 bludgeoning damage to the {@condition grabbed} creature; the creature must attempt a basic Fortitude save. If the snake is a {@quickref specialized animal companion||0|Specialized Animal Companions}, increase this damage to 20."
				]
			}
		},
		{
			"name": "Terror Bird",
			"source": "LOTGB",
			"page": 55,
			"type": "Companion",
			"fluff": [
				"Your companion is a terror bird, a large species of flightless carnivorous avian."
			],
			"size": [
				"large"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "beak",
					"damage": "{@damage 1d8} piercing"
				},
				{
					"range": "Melee",
					"name": "talon",
					"traits": [
						"agile"
					],
					"damage": "{@damage 1d6} piercing"
				}
			],
			"abilityMods": {
				"str": 3,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 8,
			"skill": "survival",
			"senses": {
				"other": [
					"{@ability low-light vision}"
				]
			},
			"speed": {
				"walk": 40
			},
			"support": "Your terror bird screeches at your enemies when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that deal damage to a creature within your terror bird's reach make the target {@condition flat-footed} until the start of your next turn.",
			"maneuver": {
				"name": "Tearing Clutch",
				"source": "LOTGB",
				"page": 55,
				"activity": {
					"number": 2,
					"unit": "action"
				},
				"entries": [
					"The terror bird makes a beak {@action Strike}; on a successful hit, the target takes {@damage 2d6} {@condition persistent damage||persistent bleed damage}."
				]
			},
			"special": "mount"
		},
		{
			"name": "Vulture",
			"source": "AoA5",
			"page": 80,
			"type": "Companion",
			"fluff": [
				"Your companion is a vulture, condor, or other large scavenging bird."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d8} piercing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 2,
				"con": 2,
				"int": -4,
				"wis": 2,
				"cha": 0
			},
			"hp": 6,
			"skill": "survival",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"low-light vision"
				]
			},
			"speed": {
				"walk": 10,
				"fly": 45
			},
			"support": "The vulture retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or become {@condition sickened 1} ({@condition sickened 2} on a critical failure). The DC of the Fortitude save is 12 (or 14, if the vulture is a {@quickref specialized animal companion||0|Specialized Animal Companions}) + your level + the vulture's Constitution modifier.",
			"maneuver": {
				"name": "Feast on the Fallen",
				"source": "AoA5",
				"page": 80,
				"traits": [
					"healing",
					"manipulate"
				],
				"frequency": {
					"unit": "hour",
					"number": 1
				},
				"activity": {
					"number": 1,
					"unit": "reaction"
				},
				"trigger": "A creature adjacent to the vulture is reduced to 0 Hit Points",
				"entries": [
					"The vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a {@quickref specialized animal companion||0|Specialized Animal Companions}, increase the Hit Points regained to 30."
				]
			},
			"special": "Your vulture gains a +1 status bonus to all saves against disease, and if it rolls a success on a save against a disease, the result is a critical success instead."
		},
		{
			"name": "Wolf",
			"source": "CRB",
			"page": 216,
			"type": "Companion",
			"fluff": [
				"Your companion is a wolf or other canine creature, such as a dog."
			],
			"size": [
				"small"
			],
			"attacks": [
				{
					"range": "Melee",
					"name": "jaws",
					"traits": [
						"finesse"
					],
					"damage": "{@damage 1d8} piercing"
				}
			],
			"abilityMods": {
				"str": 2,
				"dex": 3,
				"con": 2,
				"int": -4,
				"wis": 1,
				"cha": 0
			},
			"hp": 6,
			"skill": "survival",
			"senses": {
				"imprecise": [
					"{@ability scent} 30 feet"
				],
				"other": [
					"low-light vision"
				]
			},
			"speed": {
				"walk": 40
			},
			"support": "Your wolf tears tendons with each opening. Until the start of your next turn, your {@action Strike||Strikes} that damage creatures your wolf threatens give the target a \u20135-foot status penalty to its Speeds for 1 minute (\u201310 on a critical success).",
			"maneuver": {
				"name": "Knockdown",
				"source": "CRB",
				"page": 216,
				"activity": {
					"number": 1,
					"unit": "reaction"
				},
				"requirements": "The animal companion's last action was a successful jaws {@action Strike}.",
				"entries": [
					"The wolf automatically knocks the target of its jaws {@action Strike} {@condition prone}."
				]
			}
		}
	],
	"companionAbility": [
		{
			"name": "Unseen",
			"source": "DA",
			"page": 65,
			"tier": 2,
			"entries": [
				"Cryptid animal companions look a touch peculiar, often with uncanny features or ones that seem to come from a different animal. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, you can choose to make it an unseen animal companion instead. An unseen companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks and deals an extra 1d4 precision damage against flat-footed targets (if the animal companion already deals precision damage, such as a cat, combine the precision damage). Increase its proficiency rank in {@skill Stealth} to expert. It also learns the advanced maneuver for its type."
			]
		},
		{
			"name": "Nimble",
			"source": "CRB",
			"page": 214,
			"tier": 2,
			"entries": [
				"To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become {@trait magical} for the purpose of ignoring resistances."
			]
		},
		{
			"name": "Indomitable",
			"source": "LOWG",
			"page": 117,
			"tier": 2,
			"entries": [
				"When you pick your animal companion, you can choose to have it be a megafauna animal companion. Megafauna animal companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path. If you take a feat that would normally allow you to choose to have your companion become a {@companionAbility savage} or {@companionAbility nimble} animal companion, a megafauna companion instead can choose to become a {@companionAbility savage} or {@companionAbility indomitable|lowg} companion. An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is {@trait Medium} or smaller, it grows in size by one category. Its attacks count as {@trait magical} for the purpose of ignoring resistances."
			]
		},
		{
			"name": "Savage",
			"source": "CRB",
			"page": 214,
			"tier": 2,
			"entries": [
				"To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is {@trait Medium} or smaller, it grows by one size. Its attacks become {@trait magical} for the purpose of ignoring resistances."
			]
		},
		{
			"name": "Genie-Touched",
			"source": "LOL",
			"page": 123,
			"tier": 2,
			"traits": [
				"rare"
			],
			"entries": [
				"Xerbystes II has had his palace spellcasters work to develop ways to replicate the great powers of the genie-touched horses of Qadira. These spellcasters have a rudimentary method in place that can grant such power to any animal companion, infusing them with elemental power and granting them otherworldly insight. Xerbystes will sometimes gift these companions as a favor to others or have his spellcasters infuse the companions of trusted allies.",
				"If you take a feat that would normally allow you to choose to have a savage or nimble animal companion, you can instead choose to for it to become a genie-touched companion. When you choose the feat, select the type of genie whose power infuses your companion. The genies and their elemental traits are as follows: djinni ({@trait air}), efreeti ({@trait fire}), marid ({@trait water}), or shaitan ({@trait earth}). A genie-touched companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks; this damage is fire damage for an efreet-touched companion or of the same type as the unarmed attack for the others. It gains resistance 5 to damage of a type depending on the genie: acid for djinni, fire for efreeti or marid, and electricity for shaitan. If the companion is djinni-touched or efreeti-touched, increase its proficiency rank in {@skill Acrobatics} to expert; if it is marid-touched or shaitan-touched, increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. Its attacks count as {@trait magical} for the purpose of ignoring resistances and gain the genie's elemental trait."
			]
		},
		{
			"source": "CRB",
			"tier": 3,
			"page": 217,
			"name": "Ambusher",
			"entries": [
				"In your companion's natural environment, it can use a Sneak action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."
			]
		},
		{
			"source": "CRB",
			"tier": 3,
			"page": 217,
			"name": "Bully",
			"entries": [
				"Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."
			]
		},
		{
			"source": "CRB",
			"tier": 3,
			"page": 217,
			"name": "Daredevil",
			"entries": [
				"Your companion joins the fray with graceful leaps and dives.",
				"It gains the deny advantage ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."
			]
		},
		{
			"source": "CRB",
			"tier": 3,
			"page": 217,
			"name": "Racer",
			"entries": [
				"Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."
			]
		},
		{
			"source": "CRB",
			"tier": 3,
			"page": 217,
			"name": "Tracker",
			"entries": [
				"Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."
			]
		},
		{
			"source": "CRB",
			"tier": 3,
			"page": 217,
			"name": "Wrecker",
			"entries": [
				"Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."
			]
		},
		{
			"source": "SoM",
			"tier": 3,
			"page": 229,
			"name": "Shade",
			"entries": [
				"Your companion's physical form is made, in whole or in part, of shadow. It gains {@ability darkvision}, resistance 5 to all damage except force, and in areas of dim light or darkness, it can Step 10 feet instead of 5 feet. Its proficiency rank in unarmored defense increases to expert."
			]
		},
		{
			"source": "LOL",
			"tier": 3,
			"page": 123,
			"name": "Deep Diver",
			"entries": [
				"Your companion gains a swim Speed of 30 feet or a +10-foot status bonus to its existing swim Speed and can breathe underwater if it couldn't already. Its Constitution modifier increases by 1. Its proficiency rank for {@skill Athletics} increases to master and for barding increases to expert. This specialization can only be selected by marid-touched companions."
			]
		},
		{
			"source": "LOL",
			"tier": 3,
			"page": 123,
			"name": "Steadfast Strider",
			"entries": [
				"Your companion ignores natural {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain} from sediment or stone and can move across quicksand, mud, and similar surfaces as if they were solid. It gains a +2 status bonus to saving throws and DCs to prevent being {@action Shove||Shoved} or {@action Trip||Tripped}. Its Strength modifier increases by 1 and its proficiency for barding increases to expert. This specialization can only be selected by shaitan-touched companions."
			]
		},
		{
			"source": "LOL",
			"tier": 3,
			"page": 123,
			"name": "Wildfire Scorcher",
			"entries": [
				"Your companion gains resistance to fire equal to your level. Any creature that attempts to {@action Grapple} or {@ability Grab} your companion, hits your companion with a melee unarmed attack, or hits your companion with a melee weapon {@action Strike} while adjacent to your companion takes {@damage 2d6} fire damage. Its Dexterity modifier increases by 1 and its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by efreeti-touched companions."
			]
		},
		{
			"source": "LOL",
			"tier": 3,
			"page": 123,
			"name": "Wind Chaser",
			"entries": [
				"Your companion gains a +20-foot status bonus to its Speed or fly Speed (your choice if it has both). Its proficiency in {@skill Acrobatics} increases to master and its Dexterity modifier increases by 1. Its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by djinni-touched companions."
			]
		}
	],
	"familiar": [
		{
			"name": "Spirit Guide",
			"source": "GW2",
			"page": 83,
			"traits": [
				"rare",
				"beast",
				"spirit"
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility independent|APG}",
				"{@familiarAbility lifelink}",
				"{@familiarAbility speech}"
			],
			"type": "Familiar",
			"abilities": [
				{
					"name": "Spiritual Recall",
					"traits": [
						"magical",
						"occult"
					],
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "An {@trait attack} would reduce your familiar to 0 Hit Points",
					"entries": [
						"You use your bond to rescue your familiar. The familiar survives the attack with 1 Hit Point remaining and becomes {@trait incorporeal} until the end of your next turn."
					]
				},
				{
					"name": "Bound to Mortal",
					"entries": [
						"Your familiar gains unique benefits from its bond to you. Your familiar gains an additional 10 Hit Points and can make an either a jaws or claws unarmed attack using your normal melee attack bonus. You choose whether it has a jaws or claws unarmed attack when you first gain the spirit guide as your familiar. If it has a jaws unarmed attack, the attack deals {@damage 1d6} piercing damage and is in the {@group brawling} group. If you choose the claws unarmed attack, it deals {@damage 1d4} slashing damage, has the {@trait agile} trait, and is in the {@group brawling} group."
					]
				}
			],
			"fluff": [
				"The spirit guide is a specific familiar you can gain during this adventure. Spirit guide familiars typically take the form of {@creature cunning fox|B3|cunning guides} or {@creature green monkey|GW2|nimble guides}."
			]
		},
		{
			"name": "House Drake",
			"source": "SaS",
			"traits": [
				"uncommon",
				"dragon"
			],
			"type": "Familiar",
			"requires": 6,
			"granted": [
				"{@familiarAbility darkvision}",
				"{@familiarAbility flier}",
				"{@familiarAbility manual dexterity}",
				"{@familiarAbility speech}"
			],
			"page": 53,
			"abilities": [
				{
					"name": "Breath Weapon",
					"traits": [
						"arcane",
						"conjuration",
						"mental"
					],
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"entries": [
						"The house drake breathes a 10-foot cone of silver mist. Each creature in the area must attempt a Will save against your class DC or spell DC, whichever is higher. A creature that fails its save is {@condition stupefied 2} for 1 round. The house drake can't use Breath Weapon or Silver Infusion for {@dice 1d4} rounds."
					]
				},
				{
					"name": "Silver Infusion",
					"traits": [
						"arcane",
						"transmutation"
					],
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"entries": [
						"Your house drake breathes on one of your weapons. Until the start of your next turn, that weapon counts as {@item silver (generic)||silver} instead of its normal material for any physical damage it deals. The house drake can't use Breath Weapon or Silver Infusion for {@dice 1d4} rounds."
					]
				},
				{
					"name": "Tenacious Mind",
					"entries": [
						"Once per day, as long as your house drake took no actions on the previous round, you gain the following.",
						{
							"type": "ability",
							"name": "Ferocious Will",
							"traits": [
								"abjuration",
								"arcane",
								"mental"
							],
							"activity": {
								"number": 1,
								"unit": "reaction"
							},
							"trigger": "You succeed at a saving throw against a magical mental effect",
							"entries": [
								"You send a blast of magical feedback at the effect's source, dealing {@damage 2d6} mental damage (basic Will save against your class DC or spell DC, whichever is higher) to that creature. On a failed save, the creature is also {@condition slowed 1} for 1 round."
							]
						}
					]
				}
			]
		},
		{
			"name": "Sweet Beast (Chocolate Mouse)",
			"source": "WtD3",
			"page": 25,
			"type": "Familiar",
			"traits": [
				"uncommon",
				"n",
				"tiny",
				"beast"
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility Fast Movement}",
				"{@familiarAbility Scent}"
			],
			"abilities": [
				{
					"name": "Sorcerous Sweets",
					"traits": [
						"arcane",
						"transmutation"
					],
					"entries": [
						"During your daily preparations, your sweetened familiar conducts an unusual little ritual. Your familiar finds a small non-magical object (a flower or piece of fallen fruit by preference, but a pebble or even a coin will do in a pinch) and then does a curious ritual dance around\u2014gingerbread sparrows hop and chirp, while hard candy beetles trundle in increasingly complex geometric patterns and chocolate mice make arcane sigils with their paws. At the rite's conclusion, the object turns into a piece of candy, usually of the same sort as the familiar. The candy is an item with the {@trait arcane}, {@trait consumable} and {@trait transmutation} traits. Anyone who eats the candy as an {@action Interact} action gains a +1 item bonus to {@skill Deception}, {@skill Diplomacy}, and {@skill Performance} checks for 1 hour (this increases to +2 at level 9, and +3 at level 17). The candy maintains its enchantment until your next daily preparations."
					]
				}
			],
			"fluff": [
				"The ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy and using them as familiars. The Winter Witches of Irrisen are known for weaving sparrows or nightingales from gingerbread, while in Arcadia, sorcerers mold mice from spiced chocolate. Most famous, however, are the hard candy beetles of Nex, though a few radical scholars claim that they are in fact a demi-natural species, a product of the Mana Wastes' wild magic. Most mages dismiss such wild claims, however."
			]
		},
		{
			"name": "Sweet Beast (Gingerbread Sparrow)",
			"source": "WtD3",
			"page": 25,
			"type": "Familiar",
			"traits": [
				"uncommon",
				"n",
				"tiny",
				"beast"
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility Flier}",
				"{@familiarAbility Independent|APG}"
			],
			"abilities": [
				{
					"name": "Sorcerous Sweets",
					"traits": [
						"arcane",
						"transmutation"
					],
					"entries": [
						"During your daily preparations, your sweetened familiar conducts an unusual little ritual. Your familiar find a small non-magical object (a flower or piece of fallen fruit by preference, but a pebble or even a coin will do in a pinch) and then does a curious ritual dance around\u2014gingerbread sparrows hop and chirp, while hard candy beetles trundle in increasingly complex geometric patterns and chocolate mice make arcane sigils with their paws. At the rite's conclusion, the object turns into a piece of candy, usually of the same sort as the familiar. The candy is an item with the {@trait arcane}, {@trait consumable} and {@trait transmutation} traits. Anyone who eats the candy as an {@action Interact} action gains a +1 item bonus to {@skill Deception}, {@skill Diplomacy}, and {@skill Performance} checks for 1 hour (this increases to +2 at level 9, and +3 at level 17). The candy maintains its enchantment until your next daily preparations."
					]
				}
			],
			"fluff": [
				"The ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy and using them as familiars. The Winter Witches of Irrisen are known for weaving sparrows or nightingales from gingerbread, while in Arcadia, sorcerers mold mice from spiced chocolate. Most famous, however, are the hard candy beetles of Nex, though a few radical scholars claim that they are in fact a demi-natural species, a product of the Mana Wastes' wild magic. Most mages dismiss such wild claims, however."
			]
		},
		{
			"name": "Sweet Beast (Hard Candy Beetle)",
			"source": "WtD3",
			"page": 25,
			"type": "Familiar",
			"traits": [
				"uncommon",
				"n",
				"tiny",
				"beast"
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility Burrower}",
				"{@familiarAbility Tremorsense|LOTGB}"
			],
			"abilities": [
				{
					"name": "Sorcerous Sweets",
					"traits": [
						"arcane",
						"transmutation"
					],
					"entries": [
						"During your daily preparations, your sweetened familiar conducts an unusual little ritual. Your familiar find a small non-magical object (a flower or piece of fallen fruit by preference, but a pebble or even a coin will do in a pinch) and then does a curious ritual dance around\u2014gingerbread sparrows hop and chirp, while hard candy beetles trundle in increasingly complex geometric patterns and chocolate mice make arcane sigils with their paws. At the rite's conclusion, the object turns into a piece of candy, usually of the same sort as the familiar. The candy is an item with the {@trait arcane}, {@trait consumable} and {@trait transmutation} traits. Anyone who eats the candy as an {@action Interact} action gains a +1 item bonus to {@skill Deception}, {@skill Diplomacy}, and {@skill Performance} checks for 1 hour (this increases to +2 at level 9, and +3 at level 17). The candy maintains its enchantment until your next daily preparations."
					]
				}
			],
			"fluff": [
				"The ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy and using them as familiars. The Winter Witches of Irrisen are known for weaving sparrows or nightingales from gingerbread, while in Arcadia, sorcerers mold mice from spiced chocolate. Most famous, however, are the hard candy beetles of Nex, though a few radical scholars claim that they are in fact a demi-natural species, a product of the Mana Wastes' wild magic. Most mages dismiss such wild claims, however."
			]
		},
		{
			"name": "Mood Cloud",
			"source": "RoE",
			"page": 42,
			"type": "Familiar",
			"traits": [
				"air",
				"elemental"
			],
			"fluff": [
				"This air elemental is little more than a tiny cloud with just enough internality to have emotions. Elemental scholars believe mood clouds to be related to {@creature despairing palls|RoE}, though far less evolved."
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility elemental|RoE|elemental (air only)}",
				"{@familiarAbility flier}"
			],
			"abilities": [
				{
					"name": "Emote",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"frequency": {
						"number": 1,
						"unit": "round"
					},
					"entries": [
						"The cloud of sentiment changes the expression on its miniature face. It prepares to {@action Aid} you on a skill check for a skill matching its expression: {@skill Deception} for an inscrutable expression, {@skill Diplomacy} for a friendly expression, or {@skill Intimidation} for an angry expression. It gains a reaction this round, which it can use only to {@action Aid} you in this way. It automatically succeeds at its check to {@action Aid} you with the skill or automatically critically succeeds if you're a master of the skill in question."
					]
				}
			]
		},
		{
			"name": "Cullitox Shardling",
			"source": "RoE",
			"page": 42,
			"type": "Familiar",
			"traits": [
				"earth",
				"elemental"
			],
			"fluff": [
				"A cullitox shardling is a younger, smaller version of {@creature cullitox|RoE}. When acting as a familiar, a shardling's hunger for crystals is sated by magic, turning an urgent need into a mere interest."
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility burrower}",
				"{@familiarAbility elemental|RoE|elemental (earth only)}",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Crystal Scent",
					"entries": [
						"A cullitox can sense crystals or gems within 60 feet as if using the {@familiarAbility scent} ability."
					]
				}
			]
		},
		{
			"name": "Elemental Wisp",
			"source": "RoE",
			"page": 43,
			"type": "Familiar",
			"traits": [
				"elemental"
			],
			"fluff": [
				"Wisps are tiny elementals that often act as familiars. They each usually have different personalities: {@trait air} wisps are playful and capricious, {@trait earth} wisps are timid but loyal, {@trait fire} wisps are carefree and boisterous, {@trait metal} wisps are serious and morose, {@trait water} wisps are gentle and nurturing, and {@trait wood} wisps are fierce and controlling."
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility accompanist}",
				"{@familiarAbility elemental|RoE}",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Elemental Mobility",
					"entries": [
						"Your wisp gains a familiar ability depending on its element. {@trait Air} wisps gain {@familiarAbility flier}, {@trait earth} wisps gain {@familiarAbility burrower}, {@trait fire} wisps gain {@familiarAbility jet|RoE}, {@trait metal} wisps gain {@familiarAbility levitator|RoE}, {@trait water} wisps gain {@familiarAbility amphibious}, and {@trait wood} wisps gain {@familiarAbility climber}."
					]
				},
				{
					"name": "Innate Element",
					"entries": [
						"An elemental wisp's element is set. You choose the element when you gain the specific familiar and can't change it each day."
					]
				},
				{
					"name": "Resonance",
					"entries": [
						"(aura) 30 feet. Your wisp vibrates at a frequency attuned to their element, resonating with and empowering all effects sharing that trait. Creatures in the area gain a +1 status bonus to damage rolls for alchemical and magical effects with the same elemental trait as your wisp. If your wisp is a {@trait wood} wisp, the status bonus also applies to damage rolls for effects with the {@trait plant} trait"
					]
				}
			]
		},
		{
			"name": "Gennayn",
			"source": "RoE",
			"page": 43,
			"type": "Familiar",
			"traits": [
				"elemental"
			],
			"fluff": [
				"Minor genies, gennayn are elementally adaptable and personable. They look like miniature humanoids with elemental energy surrounding them, and frequently carry messages or announce the arrival of their allies."
			],
			"requires": 5,
			"granted": [
				"{@familiarAbility elemental|RoE}",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Elemental Mobility",
					"entries": [
						"Your wisp gains a familiar ability depending on its element. {@trait Air} wisps gain {@familiarAbility flier}, {@trait earth} wisps gain {@familiarAbility burrower}, {@trait fire} wisps gain {@familiarAbility jet|RoE}, {@trait metal} wisps gain {@familiarAbility levitator|RoE}, {@trait water} wisps gain {@familiarAbility amphibious}, and {@trait wood} wisps gain {@familiarAbility climber}."
					]
				},
				{
					"name": "Little Wish",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"traits": [
						"fortune"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"trigger": "A creature the gennayn can see that is within 60 feet attempts a saving throw or skill check",
					"entries": [
						"The gennayn reshapes reality in a small way to twist fate, allowing the creature to reroll the saving throw or skill check."
					]
				},
				{
					"name": "Elemental Diplomat",
					"entries": [
						"A gennayn's modifier for {@skill Diplomacy} is equal to your level plus your key spellcasting attribute modifier, rather than just your level. The gennayn gets a +1 circumstance bonus to {@skill Diplomacy} checks against elementals and grants you the same bonus if you're in the same space."
					]
				}
			]
		},
		{
			"name": "Elemental Scamp",
			"source": "RoE",
			"page": 43,
			"type": "Familiar",
			"traits": [
				"elemental"
			],
			"fluff": [
				"The elementals called scamps look humanoid in appearance, except for the elemental matter in their bodies and their batlike wings. An elemental scamp familiar is a bit smaller than other scamps but makes up for it by being more mischievous. Driven by ego, scamps often take on long names with many titles and insist on being addressed in full."
			],
			"requires": 5,
			"granted": [
				"{@familiarAbility elemental|RoE}",
				"{@familiarAbility flier}",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Elemental Mobility",
					"entries": [
						"Your wisp gains a familiar ability depending on its element. {@trait Air} wisps gain {@familiarAbility flier}, {@trait earth} wisps gain {@familiarAbility burrower}, {@trait fire} wisps gain {@familiarAbility jet|RoE}, {@trait metal} wisps gain {@familiarAbility levitator|RoE}, {@trait water} wisps gain {@familiarAbility amphibious}, and {@trait wood} wisps gain {@familiarAbility climber}."
					]
				},
				{
					"name": "Elemental Breath",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"traits": [
						"arcane"
					],
					"frequency": {
						"number": 1,
						"unit": "hour"
					},
					"entries": [
						"The scamp breathes elemental matter in a 10-foot cone. Each creature in the area takes {@dice 1d6} damage for every 2 levels you have, with a basic Reflex save against your class DC or spell DC, whichever is higher. The damage type depends on the type of scamp."
					]
				},
				{
					"name": "Scamp Elements",
					"entries": [
						"An elemental scamp's element or elements are set. You choose a type of scamp and can't change the element each day. This determines the scamp's elemental traits and the damage type of their Elemental Breath. {@b Air} ({@trait air}) slashing damage; {@b earth} ({@trait earth}) bludgeoning damage; {@b fire} ({@trait fire}) {@b fire} damage; {@b metal} ({@trait metal}) slashing damage; {@b water} ({@trait water}) acid damage; {@b wood} ({@trait plant}, {@trait wood}) poison damage."
					]
				}
			]
		},
		{
			"name": "Ceru",
			"source": "LOIL",
			"page": 220,
			"type": "Familiar",
			"traits": [
				"n",
				"tiny",
				"beast"
			],
			"requires": 4,
			"granted": [
				"{@familiarAbility cantrip connection} ({@spell guidance}, {@spell mage hand})",
				"{@familiarAbility darkvision}",
				"{@familiarAbility touch telepathy|APG}"
			],
			"abilities": [
				{
					"name": "Created Magic",
					"entries": [
						"Your ceru familiar grants you the {@spell mage hand} and {@spell guidance} cantrips via the {@familiarAbility cantrip connection} granted ability. If one or more of these cantrips isn't on your spell list, you can replace the cantrip or cantrips not on your spell list with a cantrip or cantrips from your spell list instead."
					]
				},
				{
					"name": "Turn of Fate",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"traits": [
						"divination"
					],
					"frequency": {
						"number": 1,
						"unit": "day"
					},
					"range": {
						"unit": "feet",
						"number": 30
					},
					"entries": [
						"Your ceru shifts the scales of fortune for one target's next attempt at an attack roll, saving throw, or skill check. If targeted with bad fortune, the target attempts a Will save against your class DC or spell DC, whichever is higher, with effects depending on the result of their save; this is a {@trait misfortune} effect. If targeted with good fortune, the target rolls twice and uses the better result; this is a {@trait fortune} effect. Regardless of outcome, targets are immune to Turn of Fate for one day.",
						{
							"type": "successDegree",
							"entries": {
								"Success": [
									"The target is unaffected."
								],
								"Failure": [
									"The target rolls twice and uses the worse result."
								],
								"Critical Failure": [
									"As failure, except the target is affected for the next three attempts."
								]
							}
						}
					]
				}
			],
			"fluff": [
				"Cerus are mortal-made creatures in the shape of tiny, blue elephants with spikes on their feet, tail, and ears. They're highly sought-after amongst circles of the affluent."
			]
		},
		{
			"name": "Polong",
			"source": "BotD",
			"page": 40,
			"type": "Familiar",
			"traits": [
				"incorporeal",
				"undead"
			],
			"requires": 8,
			"granted": [
				"{@familiarAbility flier}",
				"{@familiarAbility lifelink}",
				"{@familiarAbility skilled|apg} ({@skill Society})",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Polong Possession",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"traits": [
						"incapacitation",
						"mental",
						"necromancy",
						"occult",
						"possession"
					],
					"entries": [
						"The polong attempts to possess an adjacent corporeal creature. The creature must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the polong merges into the creature's body for 1 minute (24 hours on a critical failure). The polong can observe through the creature's senses but is unable to control the creature. The possessed creature is drained 1 while the possession lasts. While possessing a creature, a polong can ignore the distance and line of effect limitation from its anchored incorporeality ability; when the possession ends, it immediately returns to the bottle if it's beyond range."
					]
				},
				{
					"name": "Anchored Incorporeality",
					"entries": [
						"The anchor must be a bottle.",
						"{@note {@quickref Anchored Incorporeality|BD}}"
					]
				},
				{
					"name": "Undead",
					"entries": [
						"Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP."
					]
				}
			],
			"fluff": [
				"Sometimes, the spirit of a cherished pet returns from the Boneyard to continue aiding its beloved owner. These tiny animal ghosts tend to be bound to anchors such as favorite toys, collars, or carved representations of who they were in life. An old friend is less likely to be evil than other undead familiars, as is its master."
			]
		},
		{
			"name": "Old Friend",
			"source": "BotD",
			"page": 40,
			"type": "Familiar",
			"traits": [
				"incorporeal",
				"spirit",
				"undead"
			],
			"requires": 4,
			"granted": [
				"{@familiarAbility flier}"
			],
			"abilities": [
				{
					"name": "Invisibility",
					"entries": [
						"Once per hour, your familiar can cast 2nd-level {@spell invisibility} on itself as a divine innate spell."
					]
				},
				{
					"name": "Anchored Incorporeality",
					"entries": [
						"{@note {@quickref Anchored Incorporeality|BD}}"
					]
				},
				{
					"name": "Undead",
					"entries": [
						"Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP."
					]
				}
			],
			"fluff": [
				"Sometimes, the spirit of a cherished pet returns from the Boneyard to continue aiding its beloved owner. These tiny animal ghosts tend to be bound to anchors such as favorite toys, collars, or carved representations of who they were in life. An old friend is less likely to be evil than other undead familiars, as is its master."
			]
		},
		{
			"name": "Crawling Hand",
			"source": "BotD",
			"page": 40,
			"type": "Familiar",
			"traits": [
				"undead"
			],
			"requires": 5,
			"granted": [
				"{@familiarAbility manual dexterity}",
				"{@familiarAbility spell delivery}",
				"{@familiarAbility valet|apg}"
			],
			"abilities": [
				{
					"name": "Lend a Hand",
					"entries": [
						"The crawling hand assists an ally in the same space to attack a foe, crawling over the enemy and grabbing to distract them. Despite being a {@trait minion}, it gains 1 reaction at the start of its turns, which it can use only to {@action Aid} an attack roll by an ally that shares the hand's space (it still has to prepare to help as normal for the {@action Aid} reaction). This attempt automatically succeeds. If the crawling hand has a similar ability, like {@familiarAbility partner in crime}, it still gains only 1 reaction and can choose how to spend it."
					]
				},
				{
					"name": "Undead",
					"entries": [
						"Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP."
					]
				}
			],
			"fluff": [
				"Crawling hands make grisly but striking familiars, popular among necromancers with an eye for aesthetics. They also tend to be convenient, due to many available spare parts. Crawling hands can be skeletal or fleshy, like a zombie."
			]
		},
		{
			"name": "Talking Head",
			"source": "BotD",
			"page": 40,
			"type": "Familiar",
			"traits": [
				"undead"
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility cantrip connection}",
				"{@familiarAbility skilled|apg} (your choice of {@skill Arcana}, {@skill Occultism}, or one kind of {@skill Lore})",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Heads Will Roll",
					"entries": [
						"Unless its master gives the talking head the flier ability, a talking head is able to move only by rolling along the ground, reducing its speed to 15 feet. Alternatively, a creature can, as a single action, kick or throw the head 30 feet. This can't be used as an attack; the head bounces harmlessly off anything it hits."
					]
				},
				{
					"name": "Undead",
					"entries": [
						"Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP."
					]
				}
			],
			"fluff": [
				"Similar to beheaded, these disembodied, reanimated heads (with or without skin) retain some of their arcane wisdom, making for invaluable study partners. However, they also tend to be mouthy, opinionated, or downright obnoxious with their constant chattering, leading some annoyed masters to sew their mouths shut in punishment."
			]
		},
		{
			"name": "Aeon Wyrd",
			"source": "LOPSG",
			"page": 122,
			"type": "Familiar",
			"traits": [
				"construct"
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility flier}"
			],
			"abilities": [
				{
					"name": "Aeon Stone Reservoir",
					"entries": [
						"Your aeon wyrd can hold any {@item aeon stone (generic)|crb|aeon stone} as a powerfully resonant nucleus that holds it together. You gain the aeon stone's benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone's resonant power, without interfering with any {@item wayfinder} you invest."
					]
				},
				{
					"name": "Can't Walk",
					"entries": [
						"Your aeon wyrd has no land Speed."
					]
				},
				{
					"name": "Constructed",
					"entries": [
						"Your aeon wyrd is immune to {@condition persistent damage|crb|bleed}, {@trait death} effects, {@trait disease}, {@condition doomed}, {@condition drained}, {@condition fatigued}, {@trait healing}, {@trait necromancy}, {@trait nonlethal} attacks, {@condition paralyzed}, {@trait poison}, {@condition sickened}, and {@condition unconscious}. It can recover Hit Points only via the {@action Repair} action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP."
					]
				},
				{
					"name": "Crystalline",
					"entries": [
						"Your aeon wyrd's crystalline structure makes it vulnerable to {@trait sonic} attacks. It gains weakness to sonic damage equal to your level."
					]
				}
			],
			"fluff": [
				"An aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master."
			]
		},
		{
			"name": "Calligraphy Wyrm",
			"source": "LOPSG",
			"page": 122,
			"type": "Familiar",
			"traits": [
				"beast"
			],
			"requires": 6,
			"granted": [
				"{@familiarAbility darkvision}",
				"{@familiarAbility flier}",
				"{@familiarAbility manual dexterity}",
				"{@familiarAbility scent}",
				"{@familiarAbility skilled|APG} ({@skill arcana}, {@skill society})",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Ink Spray",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"type": "ability",
					"frequency": {
						"unit": "minute",
						"interval": 10,
						"number": 1
					},
					"entries": [
						"The wyrm splatters ink in a 10-foot cone. Each creature in the area must succeed at a Reflex save or become covered in ink. Ink spray has the effects of {@spell glitterdust} except the creature isn't {@condition dazzled}, and it can remove its {@condition blindness} by spending a single action, which has the {@trait manipulate} trait, to wipe off the ink from their face."
					]
				},
				{
					"name": "Stylus Claws",
					"entries": [
						"Your calligraphy wyrm has stylus-shaped claws that it can fill with its natural ink, using its claw as a pen without having to purchase ink."
					]
				}
			],
			"fluff": [
				"Calligraphy wyrms are curious dragons constantly in search of new lore and writing. They make natural allies for Pathfinders. While knowledgeable, calligraphy wyrms can also be know-it-alls. Their chirpy, high-pitched voices make this attitude humorous to some and insufferable to others."
			]
		},
		{
			"name": "Clockwork Familiar",
			"source": "LOTGB",
			"page": 23,
			"type": "Familiar",
			"traits": [
				"uncommon",
				"clockwork",
				"construct"
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility darkvision}"
			],
			"abilities": [
				{
					"name": "Clockwork",
					"entries": [
						"You need to keep your clockwork familiar wound, but the process isn't particularly onerous or time consuming. If you spend 1 minute winding up your clockwork familiar with a unique key only you can use, it can remain active for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.",
						"Enemies can attempt to disable the clockwork familiar, with a standard DC for your level to Disable a Device, to reduce the remaining operational time by 1 hour (or 2 hours on a critical success). Certain other abilities that adversely affect technology might also reduce the clockwork familiar's remaining operational time.",
						"Some abilities, like Steam Screen, require your clockwork familiar to spend some of its remaining operational time. It can't spend more than it has and shuts down immediately once it has no time remaining.",
						"You can wind your clockwork familiar for 1 minute at any time to return it to the maximum 24 hours of operational time."
					]
				},
				{
					"name": "Constructed",
					"entries": [
						"Your clockwork familiar is made of metal rather than flesh and bone, although it is still delicate enough in certain places to be vulnerable to violence in the same manner as a living creature. It is immune to {@condition persistent damage||bleed}, {@trait death} effects, {@trait disease}, {@condition doomed}, {@condition drained}, {@condition fatigued}, {@trait healing}, {@trait necromancy}, {@trait nonlethal} attacks, {@condition paralyzed}, {@trait poison}, {@condition sickened}, and {@condition unconscious}. It can recover Hit Points only via the {@action Repair} action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 Hit Points."
					]
				},
				{
					"name": "Electricity Vulnerability",
					"entries": [
						"The metal components of a clockwork familiar conduct electricity and are easily disrupted by an electric current. It gains weakness to electricity damage equal to your level."
					]
				},
				{
					"name": "Steam Screen",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"frequency": {
						"unit": "minute",
						"number": 1
					},
					"entries": [
						"Your clockwork familiar blows a billowing plume of steam into its square around itself. It gains a +1 circumstance bonus to its {@action Intimidation} checks, and any creature in the familiar's square has {@condition concealed||concealment}, though creatures in the square can't use this {@condition concealed||concealment} to {@action Hide} or {@action Sneak}. The steam and its effects remain for 1 round. To use this ability, your clockwork familiar must spend 1 hour of operational time."
					]
				},
				{
					"name": "Toggle Standby Mode",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"entries": [
						"Your clockwork familiar enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a \u20132 penalty to {@skill Perception}). It can't act, with one exception: when you {@action Command an Animal||Command} it to exit standby mode, it does so, by using this action again."
					]
				}
			],
			"fluff": [
				"A clockwork creature is typically composed entirely of turning gears and small bronze steam pipes. It can take the form of any Tiny animal, such as a small mammal, reptile, or bird. Its eyes are cut from glittering glass, with many facets within to help it process what it sees. Any teeth, beak, and tongue are rendered out of iron. When it moves, its joints emit little croaks and whistles, and it occasionally emits electrical sparks if perturbed. Clockwork creatures who live near the sea, or are otherwise exposed to water often, might squeeze lemons and use the juice to wash themselves. They can also blow steam out of the pipes on their bodies to intimidate an enemy or put up a smokescreen.",
				"Your clockwork familiar is a specific familiar. Specific familiars are familiars with unique abilities. In order for you to choose a specific familiar, your familiar must be capable of having the template's required number of familiar abilities. A specific familiar gains the listed traits and several abilities, including abilities it can gain only as a specific familiar. Much like a familiar that naturally has a familiar ability, you can never swap out any of these granted or unique abilities. Once you've selected a specific familiar, you can't change it without losing your familiar\u2014this uses the same rules as if your familiar had died. If your familiar gains more abilities than necessary to become a specific familiar, you can spend the remaining abilities normally.",
				"If your clockwork familiar is destroyed, it can be brought back to life through any conventional means that would bring back a living familiar, such as through resurrection magic."
			]
		},
		{
			"name": "Dweomercat Cub",
			"source": "LOPSG",
			"page": 122,
			"type": "Familiar",
			"traits": [
				"beast"
			],
			"requires": 4,
			"granted": [
				"{@familiarAbility darkvision}",
				"{@familiarAbility scent}",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Alter Dweomer",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"traits": [
						"abjuration",
						"arcane"
					],
					"type": "ability",
					"frequency": {
						"unit": "minute",
						"interval": 10,
						"number": 1
					},
					"requirements": "The dweomercat cub was targeted by a spell or was within the area of a spell as it was cast since its last turn",
					"entries": [
						"The dweomercat cub gains an effect related to the school of the triggering spell. Other than the damage, the effect lasts for {@dice 1d4} rounds or until the dweomercat cub {@action Dismiss|CRB|Dismisses} the effect, whichever comes first.",
						{
							"type": "list",
							"items": [
								"{@b Abjuration} The cub gains a +1 status bonus to AC.",
								"{@b Conjuration} A cloud of fog appears in a 5-foot burst centered on a corner of the cub's space. Anything in the cloud is {@condition concealed}.",
								"{@b Divination} The cub gains a +1 status bonus to skill checks.",
								"{@b Enchantment} The cub gains a +1 status bonus to saves.",
								"{@b Evocation} Magical feedback deals {@damage 1d6} force damage for every 2 levels you have to the triggering spellcaster (basic Reflex save using your class DC or spell DC, whichever is higher).",
								"{@b Illusion} The cub becomes {@condition invisible}. This effect ends if the cub uses a {@condition hostile} action, in addition to the normal end conditions.",
								"{@b Necromancy} The cub gains temporary HP equal to your level.",
								"{@b Transmutation} The cub gains a +1 status bonus to attack rolls."
							]
						}
					]
				},
				{
					"name": "Detect Magic",
					"entries": [
						"Your dweomercat cub can cast 1st-level {@spell detect magic} as an arcane innate spell."
					]
				}
			],
			"fluff": [
				"Pathfinder agent Arianrhod Thriceborn, an adherent of the Eldest {@deity Magdh}, raised a litter of these intelligent mystical felines from the First World. Dweomercat cubs are curious and love exploring ley lines and traveling the world. At only 1 foot tall and weighing 15 pounds, dweomercat cubs are smaller than their egos and curiosity imply."
			]
		},
		{
			"name": "Elemental Wisp",
			"source": "LOTGB",
			"page": 35,
			"type": "Familiar",
			"traits": [
				"elemental"
			],
			"requires": 3,
			"granted": [
				"{@familiarAbility accompanist|APG}",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Elemental",
					"entries": [
						"Choose air, earth, fire, or water. Your wisp is a wisp of that element and gains that trait. Your wisp gains a familiar ability depending on its element. Air wisps gain {@familiarAbility flight}, earth wisps gain {@familiarAbility burrower}, fire wisps gain {@familiarAbility greater resistance} (fire), and water wisps gain {@familiarAbility amphibious}."
					]
				},
				{
					"name": "Resonance",
					"entries": [
						"(aura) 30 feet. Your wisp vibrates at a frequency attuned to their element, resonating with and empowering all effects sharing that trait. Creatures in the area gain a +1 status bonus to damage rolls for effects with the same elemental trait as your wisp ({@trait air}, {@trait earth}, {@trait fire}, or {@trait water})."
					]
				}
			],
			"fluff": [
				"Wisps are tiny elemental beings that often act as familiars to spellcasters attuned to the elements. They each usually have different personalities: air wisps are playful and capricious, earth wisps are timid but loyal, fire wisps are carefree and boisterous, and water wisps are gentle and nurturing."
			]
		},
		{
			"name": "Faerie Dragon",
			"source": "APG",
			"page": 147,
			"type": "Familiar",
			"traits": [
				"dragon"
			],
			"requires": 6,
			"granted": [
				"{@familiarAbility amphibious}",
				"{@familiarAbility darkvision}",
				"{@familiarAbility flier}",
				"{@familiarAbility manual dexterity}",
				"{@familiarAbility speech}",
				"{@familiarAbility touch telepathy|APG}"
			],
			"abilities": [
				{
					"name": "Breath Weapon",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"traits": [
						"arcane",
						"evocation",
						"poison"
					],
					"frequency": {
						"unit": "hour",
						"number": 1
					},
					"entries": [
						"The faerie dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is {@condition stupefied||stupefied 2} and {@condition slowed||slowed 1} for {@dice 1d4} rounds; on a critical failure, the duration is 1 minute."
					]
				}
			],
			"fluff": [
				"These tiny, mischievous dragons make natural allies for benevolent or capricious characters."
			]
		},
		{
			"name": "Imp",
			"source": "APG",
			"page": 147,
			"type": "Familiar",
			"traits": [
				"le",
				"devil",
				"fiend"
			],
			"requires": 8,
			"granted": [
				"{@familiarAbility darkvision}",
				"{@familiarAbility flier}",
				"{@familiarAbility manual dexterity}",
				"{@familiarAbility resistance|APG} (fire and poison)",
				"{@familiarAbility skilled|APG} ({@skill deception})",
				"{@familiarAbility speech}",
				"{@familiarAbility touch telepathy|APG}"
			],
			"abilities": [
				{
					"name": "Imp Invisibility",
					"entries": [
						"Once per hour, your imp familiar can cast 2nd-level {@spell invisibility} on itself as a divine innate spell."
					]
				},
				{
					"name": "Alter Dweomer",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"traits": [
						"concentrate",
						"divine",
						"enchantment",
						"evil",
						"fortune"
					],
					"frequency": {
						"unit": "day",
						"number": 1
					},
					"entries": [
						"The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by {@spell wish} or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result."
					]
				}
			],
			"fluff": [
				"Imp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell."
			],
			"alignment": "An imp must be lawful evil"
		},
		{
			"name": "Nosoi",
			"source": "LOTGB",
			"page": 35,
			"type": "Familiar",
			"traits": [
				"monitor",
				"psychopomp"
			],
			"requires": 5,
			"granted": [
				"{@familiarAbility darkvision}",
				"{@familiarAbility flier}",
				"{@familiarAbility manual dexterity}",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Haunting Melody",
					"traits": [
						"auditory",
						"concentrate",
						"divine",
						"enchantment",
						"incapacitation",
						"mental"
					],
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"frequency": {
						"unit": "hour",
						"number": 1
					},
					"entries": [
						"The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a Will save against your class DC or spell DC, whichever is higher, or be {@condition fascinated} for 1 round. A nosoi can use a 2-action activity, which has the {@trait auditory}, {@trait concentrate}, {@trait divine}, {@trait enchantment}, and {@trait mental} traits, to force affected creatures to attempt another Will save; on a failure, they are {@condition fascinated} for an additional round. A creature that succeeds at any save or has its {@condition fascinated||fascination} broken is temporarily immune for 24 hours. Despite being a {@trait mental} effect, this ability affects {@trait mindless} {@trait undead}. {@trait Psychopomp||Psychopomps} are immune to this ability."
					]
				},
				{
					"name": "Nosoi Resistance",
					"entries": [
						"A nosoi has resistance to negative and poison damage equal to half your level."
					]
				}
			],
			"fluff": [
				"A nosoi's physical appearance is that of a bird\u2014usually a crow, sparrow, or whippoorwill\u2014though it wears a funerary mask that accentuates its beak. Nosois measure about 1 foot in length but are unusually heavy, weighing between 10 and 15 pounds."
			]
		},
		{
			"name": "Pipefox",
			"source": "LOTGB",
			"page": 35,
			"type": "Familiar",
			"traits": [
				"beast"
			],
			"requires": 5,
			"granted": [
				"{@familiarAbility climber}",
				"{@familiarAbility darkvision}",
				"{@familiarAbility second opinion|LOTGB}",
				"{@familiarAbility skilled|APG} (two skills of your choice)",
				"{@familiarAbility speech}"
			],
			"abilities": [
				{
					"name": "Divinatory Linguist",
					"entries": [
						"Thanks to its innate tendency for divinations, your pipefox speaks and understands all languages you know (instead of just one) as well as one common language you don't know."
					]
				}
			],
			"fluff": [
				"A pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and they love to acquire knowledge, using innate divination magic to learn facts and languages over time. They can bond with a person sharing their scholarly pursuits after a long period of observation and careful social interactions."
			]
		},
		{
			"name": "Poppet",
			"source": "LOPSG",
			"page": 123,
			"type": "Familiar",
			"traits": [
				"construct"
			],
			"requires": 1,
			"abilities": [
				{
					"name": "Constructed",
					"entries": [
						"Your poppet is immune to {@condition persistent damage|crb|bleed}, {@trait death} effects, {@trait disease}, {@condition doomed}, {@condition drained}, {@condition fatigued}, {@trait healing}, {@trait necromancy}, {@trait nonlethal} attacks, {@condition paralyzed}, {@trait poison}, {@condition sickened}, and {@condition unconscious}. It can recover Hit Points only via the {@action Repair} action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP."
					]
				},
				{
					"name": "Flammable",
					"entries": [
						"Your poppet's components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet's construction, removing this weakness."
					]
				}
			],
			"fluff": [
				"Endlessly modifiable, poppet familiars made of wicker and wood are among the most basic construct familiars available to Pathfinder agents across the globe."
			]
		},
		{
			"name": "Shadow Familiar",
			"source": "SoM",
			"page": 229,
			"type": "Familiar",
			"traits": [
				"uncommon",
				"shadow"
			],
			"access": "You're a {@archetype Shadowcaster|SoM}.",
			"requires": 7,
			"granted": [
				"{@familiarAbility darkvision}",
				"{@familiarAbility manual dexterity}",
				"{@familiarAbility master's form|APG}",
				"{@familiarAbility resistance|APG} (cold and negative)",
				"{@familiarAbility shadow step|SoM}"
			],
			"abilities": [
				{
					"name": "Become Shadow",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"traits": [
						"shadow",
						"transmutation"
					],
					"entries": [
						"The shadow familiar transforms its body into barely tangible shadow. It gains resistance to all damage (except force) equal to half your level but can't use any actions requiring a physical form. The familiar can also slip through gaps at least 2 inches wide, or 1 inch wide if it {@action Squeeze||Squeezes}. It can use this action again to return to its normal form.",
						"This action has the trait matching your tradition of magic, or {@trait occult} if you aren't a spellcaster."
					]
				},
				{
					"name": "Slink in Shadows",
					"entries": [
						"The shadow familiar can {@action Hide} or end its {@action Sneak} in a creature's or object's shadow."
					]
				},
				{
					"name": "Steal Shadow",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"traits": [
						"necromancy"
					],
					"frequency": {
						"unit": "minute",
						"interval": 10,
						"number": 1
					},
					"entries": [
						"The shadow familiar makes a melee attack with an attack roll modifier equal to your spell attack roll modifier. If the {@action Strike} is successful, the target is {@condition enfeebled 1} and its shadow disappears. After 24 hours, the {@condition enfeebled} condition ends, and they regain their shadow once more. Any effect that reduces or removes the {@condition enfeebled} condition restores their shadow as well.",
						"This action has the trait matching your tradition of magic, or {@trait occult} if you aren't a spellcaster."
					]
				}
			],
			"fluff": [
				"Some spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be identified by their lack of a shadow regardless of the level of light in the area and by the strange muted appearance of any article of clothing or jewelry they wear. Occasionally mistaken for vampires or other undead by the cautious or superstitious, these spellcasters nonetheless find the trade worth it in exchange for the unique abilities their shadow familiar can possess.",
				"Shadow familiars are a type of specific familiar (Advanced Player's Guide 147). While all shadowcasters have access to these familiars, there are other paths to learn the proper magic to obtain a shadow familiar."
			]
		},
		{
			"name": "Spellslime",
			"source": "APG",
			"page": 147,
			"type": "Familiar",
			"traits": [
				"ooze"
			],
			"requires": 4,
			"granted": [
				"{@familiarAbility climber}",
				"{@familiarAbility darkvision}",
				"{@familiarAbility tough|APG}"
			],
			"abilities": [
				{
					"name": "Magic Scent",
					"entries": [
						"Your spellslime familiar gains an imprecise sense with a range of 30 feet that enables it to smell magic of the same tradition as your own."
					]
				},
				{
					"name": "Ooze Defense",
					"entries": [
						"Your spellslime familiar is easy to hit, but it lacks weak points. It is immune to critical hits and precision damage, but its AC is only 10 + your level (instead of an AC equal to yours)."
					]
				},
				{
					"name": "Slime Rejuvenation",
					"entries": [
						"Your spellslime familiar gains the focused rejuvenation ability, but it recovers 2 Hit Points per level when you {@action Refocus} instead of 1."
					]
				}
			],
			"fluff": [
				"These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a spellslime familiar only if you can cast spells using spell slots."
			]
		}
	],
	"familiarAbility": [
		{
			"name": "Elemental",
			"source": "RoE",
			"page": 42,
			"type": "Familiar",
			"entries": [
				"Your familiar has the {@trait elemental} trait instead of the {@trait animal} trait. Choose {@trait air}, {@trait earth}, {@trait fire}, {@trait metal}, {@trait water}, or {@trait wood}. Your familiar gains that trait. The familiar is immune to {@trait bleed}, {@trait paralyzed}, {@trait poison}, {@trait sleep}, and the element matching its trait. Your familiar must have the resistance familiar ability to select this, unless it's a specific familiar. You can't select this ability if your familiar has a trait other than {@trait animal} (such as a leshy familiar or an undead familiar)."
			]
		},
		{
			"name": "Levitator",
			"source": "RoE",
			"page": 42,
			"type": "Familiar",
			"entries": [
				"Using magnetism, magic, or other forces, your familiar can float up to 3 feet above solid and liquid surfaces while moving at a Speed of 25 feet. This allows it to ignore difficult terrain and damaging effects related to coming into direct contact with the surface. It typically allows the familiar to also avoid triggering the reactions of hazards that require you to step on them or an attached pressure plate."
			]
		},
		{
			"name": "Alchemical Gut",
			"source": "TV",
			"page": 41,
			"type": "Familiar",
			"entries": [
				"Choose one alchemical item with a level no higher than yours that has the {@trait distilling} trait. Your familiar can act as the chosen item by swallowing consumables to be affected, which takes two {@action Interact} actions on its part and one from you. Instead of taking the normal time to distill the consumable, however, your familiar regurgitates the distilled item 1 round later."
			]
		},
		{
			"name": "Mask Freeze",
			"source": "LOCG",
			"page": 100,
			"type": "Familiar",
			"entries": [
				"When in mask form, your familiar can hide its obvious supernatural qualities to pass as a simple, unassuming mask. It doesn't need to {@action Impersonate} to fool a passing glance, and it gains a +4 circumstance bonus to its {@skill Deception} DC against an active observer {@action Seek||Seeking} or otherwise studying it.",
				"{@note This ability is available only to {@feat mask familiar|LOCG|mask familiars}.}"
			]
		},
		{
			"name": "Ambassador",
			"source": "LOTGB",
			"page": 34,
			"type": "Familiar",
			"entries": [
				"Your familiar knows how to act cute or focused on cue, helping you make a good impression. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to {@action Aid} you on a {@skill Diplomacy} check to {@action Make an Impression} (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to {@action Aid} you with those skills or automatically critically succeeds if you're a master of the skill in question."
			]
		},
		{
			"name": "Major Resistance",
			"source": "LOTGB",
			"page": 34,
			"type": "Familiar",
			"entries": [
				"Your familiar increases the resistance it gains from its resistance familiar ability to a value equal to your level. To select this, your familiar must have the {@familiarAbility greater resistance|LOTGB} ability and you must be at least 8th level."
			]
		},
		{
			"name": "Tattoo Transformation",
			"source": "LOTGB",
			"page": 34,
			"type": "Master",
			"entries": [
				"Your familiar can transform into a tattoo you carry on your flesh. When transformed into a tattoo, the familiar looks like a colorful and stylized version of itself and can't act except to turn back into a familiar. It isn't affected by area effects and must be targeted separately to affect it, which requires knowledge that it's a creature. This means you and your allies can heal or assist the familiar while most enemies stay unaware of its true nature. Creatures must attempt a DC 20 {@skill Perception} check to {@action Seek} to realize a tattoo is actually a familiar (which few foes will try). Your familiar can still communicate its feelings empathically. Transforming into a tattoo or back to familiar form is a 1-minute activity that has the {@trait concentrate} trait."
			]
		},
		{
			"name": "Restorative Familiar",
			"source": "LOTGB",
			"page": 34,
			"type": "Master",
			"entries": [
				"Once per day, your familiar can use 2 actions with the {@trait concentrate} trait to give up some of its animating energy and heal you. It must be in your space to do so. You restore a number of Hit Points equal to {@dice 1d8} times half your level (minimum {@dice 1d8})."
			]
		},
		{
			"name": "Recall Familiar",
			"source": "LOTGB",
			"page": 34,
			"type": "Master",
			"entries": [
				"You can summon your familiar to your side. Once per day, you can use a 3-action activity, which has the {@trait concentrate} trait, to teleport your familiar to your space. Your familiar must be within 1 mile or the attempt to summon it fails. This is a {@trait conjuration} and {@trait teleport} effect."
			]
		},
		{
			"name": "Wavesense",
			"source": "LOTGB",
			"page": 34,
			"type": "Familiar",
			"entries": [
				"Your familiar can sense vibrations in the water. It gains imprecise {@ability wavesense} with a range of 30 feet."
			]
		},
		{
			"name": "Tremorsense",
			"source": "LOTGB",
			"page": 34,
			"type": "Familiar",
			"entries": [
				"Your familiar is keenly aware of any vibrations traveling through a surface. It gains imprecise {@ability tremorsense} with a range of 30 feet."
			]
		},
		{
			"name": "Threat Display",
			"source": "LOTGB",
			"page": 34,
			"type": "Familiar",
			"entries": [
				"Your familiar helps you convey wordless threats through body language. Whenever you attempt an {@skill Intimidation} check to {@action Demoralize} a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don't take the normal \u20134 penalty on the {@skill Intimidation} check if your target doesn't understand the language you're speaking."
			]
		},
		{
			"name": "Snoop",
			"source": "LOTGB",
			"page": 34,
			"type": "Familiar",
			"entries": [
				"Your familiar keeps its eyes and ears open, ready to relay every snippet of gossip it catches, helping you gather information. Despite being a {@trait minion}, your familiar gains 1 reaction at the start of its turns, which it can use only to {@action Aid} you on a {@skill Diplomacy} check to {@action Gather Information} (it still has to prepare to help you as normal for the {@action Aid} reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to {@action Aid} you with those skills or automatically critically succeeds if you're a master of the skill in question."
			]
		},
		{
			"name": "Second Opinion",
			"source": "LOTGB",
			"page": 34,
			"type": "Familiar",
			"entries": [
				"Your familiar is your academic confidant. Despite being a {@trait minion}, your familiar gains 1 reaction at the start of its turns, which it can use only to {@action Aid} you on a {@action Recall Knowledge} skill check for a skill in which it has the skilled familiar ability (it still has to prepare to help you as normal for the {@action Aid} reaction). It automatically succeeds at its check to {@action Aid} you with those skills or automatically critically succeeds if you're a master of the skill in question. Your familiar must have the skilled ability to select this."
			]
		},
		{
			"name": "Greater Resistance",
			"source": "LOTGB",
			"page": 34,
			"type": "Familiar",
			"entries": [
				"Your familiar increases the resistance it gains from its resistance familiar ability to 3 + half your level. Your familiar must have the {@familiarAbility resistance|APG} ability to select this."
			]
		},
		{
			"name": "Gills",
			"source": "LOTGB",
			"page": 34,
			"type": "Familiar",
			"entries": [
				"Your familiar grows a set of gills, allowing it to breathe water in addition to air."
			]
		},
		{
			"name": "Share Senses",
			"source": "APG",
			"page": 147,
			"type": "Master",
			"entries": [
				"Once every 10 minutes, you can use a single action with the {@trait concentrate} trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can {@action Dismiss} this effect."
			]
		},
		{
			"name": "Innate Surge",
			"source": "APG",
			"page": 147,
			"type": "Master",
			"entries": [
				"Once per day, you can draw upon your familiar's innate magic to replenish your own. You can cast one innate spell gained from an ancestry feat that you have already cast today. You must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements."
			]
		},
		{
			"name": "Valet",
			"source": "APG",
			"page": 147,
			"type": "Familiar",
			"entries": [
				"You can command your familiar to deliver you items more efficiently. Your familiar doesn't use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar {@action Interact} to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can't use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way."
			]
		},
		{
			"name": "Tough",
			"source": "APG",
			"page": 147,
			"type": "Familiar",
			"entries": [
				"Your familiar's maximum Hit Points increase by 2 per level."
			]
		},
		{
			"name": "Touch Telepathy",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language."
			]
		},
		{
			"name": "Toolbearer",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"Your familiar can carry a set of tools of up to light Bulk. So long as your familiar is adjacent to you, you can draw and replace the tools as part of the action that uses them as if you were wearing them. Your familiar must have the manual dexterity ability to select this."
			]
		},
		{
			"name": "Spellcasting",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"Choose a spell in your repertoire or that you prepared today that is at least 5 levels lower than your highest-level spell slot. Your familiar can {@action Cast a Spell||Cast that Spell} once per day using your magical tradition, spell attack modifier, and spell DC. If the spell has a drawback that affects the caster, both you and your familiar are affected. You must be able to cast 6th-level spells using spell slots to select this ability."
			]
		},
		{
			"name": "Skilled",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"Choose a skill other than {@skill Acrobatics} or {@skill Stealth}. Your familiar's modifier for that skill is equal to your level plus your key spellcasting ability modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time."
			]
		},
		{
			"name": "Resistance",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"Choose two of the following: acid, cold, electricity, fire, poison, or sonic. Your familiar gains resistance equal to half your level against the chosen damage types."
			]
		},
		{
			"name": "Poison Reservoir",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"Your homunculus familiar has a reservoir for poison, allowing it to apply an injury poison to an adjacent ally's exposed weapon with a single {@action Interact} action. You must supply the poison and instill it into this reservoir using two consecutive {@action Interact} actions. You must have a homunculus familiar to select this ability."
			]
		},
		{
			"name": "Plant Form",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"Your plant familiar can change shape as a single action, transforming into a Tiny plant of a type roughly similar to the familiar's nature. This otherwise uses the effects of tree shape. You must have a familiar with the {@trait plant} trait, such as a leshy, to select this ability."
			]
		},
		{
			"name": "Partner in Crime",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"Your familiar is your criminal associate. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to {@action Aid} you on a {@skill Deception} or {@skill Thievery} skill check (it still has to prepare to help you as normal for the {@action Aid} reaction). It automatically succeeds at its check to {@action Aid} you with those skills or automatically critically succeeds if you're a master of the skill in question."
			]
		},
		{
			"name": "Master's Form",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"Your familiar can change shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its nature, such as a cat's eyes or a serpent's tongue. This form is always the same each time it uses this ability. This otherwise uses the effects of {@spell humanoid form}, except the change is purely cosmetic. It only appears humanoid and gains no new capabilities. Your familiar must have the {@familiarAbility manual dexterity} and {@familiarAbility speech} abilities to select this."
			]
		},
		{
			"name": "Independent",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"In an encounter, if you don't {@action Command an Animal||Command} your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn't work with valet or similar abilities that require a command, if you're capable of riding your familiar, or similar situations."
			]
		},
		{
			"name": "Focused Rejuvenation",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"When you {@action Refocus}, you generate magical energy that heals your familiar. Your familiar regains 1 Hit Point per level whenever you {@action Refocus}."
			]
		},
		{
			"name": "Accompanist",
			"source": "APG",
			"page": 146,
			"type": "Familiar",
			"entries": [
				"Your familiar helps you perform. Whenever you attempt a {@skill Performance} check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you're a master in {@skill Performance}."
			]
		},
		{
			"name": "Darkeater",
			"source": "SoM",
			"page": 229,
			"type": "Familiar",
			"entries": [
				"Your familiar naturally recovers in the shadows. After spending 10 consecutive minutes in an area of dim light or darkness, your familiar recovers a number of Hit Points equal to half your level."
			]
		},
		{
			"name": "Shadow Step",
			"source": "SoM",
			"page": 229,
			"type": "Familiar",
			"entries": [
				"Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar.",
				{
					"type": "ability",
					"name": "Shadow Step",
					"activity": {
						"number": 1,
						"unit": "action"
					},
					"requirements": "The familiar is in dim light or darkness",
					"traits": [
						"conjuration",
						"shadow",
						"teleportation"
					],
					"entries": [
						"The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or {@trait occult} if you aren't a spellcaster."
					]
				}
			]
		},
		{
			"name": "Amphibious",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."
			]
		},
		{
			"name": "Burrower",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."
			]
		},
		{
			"name": "Climber",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"It gains a climb Speed of 25 feet."
			]
		},
		{
			"name": "Damage Avoidance",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."
			]
		},
		{
			"name": "Darkvision",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"It gains {@ability darkvision}."
			]
		},
		{
			"name": "Fast Movement",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"Increase one of the familiar's Speeds from 25 feet to 40 feet."
			]
		},
		{
			"name": "Flier",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"It gains a fly Speed of 25 feet."
			]
		},
		{
			"name": "Kinspeech",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."
			]
		},
		{
			"name": "Lab Assistant",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"It can use your {@action Quick Alchemy} action. You must have {@action Quick Alchemy}, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."
			]
		},
		{
			"name": "Manual Dexterity",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"It can use up to two of its limbs as if they were hands to use manipulate actions."
			]
		},
		{
			"name": "Scent",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"It gains {@ability scent} (imprecise, 30 feet)."
			]
		},
		{
			"name": "Speech",
			"source": "CRB",
			"page": 218,
			"type": "Familiar",
			"entries": [
				"It understands and speaks a language you know."
			]
		},
		{
			"name": "Cantrip Connection",
			"source": "CRB",
			"page": 218,
			"type": "Master",
			"entries": [
				"You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."
			]
		},
		{
			"name": "Extra Reagents",
			"source": "CRB",
			"page": 218,
			"type": "Master",
			"entries": [
				"Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."
			]
		},
		{
			"name": "Familiar Focus",
			"source": "CRB",
			"page": 218,
			"type": "Master",
			"entries": [
				"Once per day, your familiar can use 2 actions with the {@trait concentrate} trait to regain 1 Focus Point, up to your usual maximum. You must have a focus pool to select this."
			]
		},
		{
			"name": "Lifelink",
			"source": "CRB",
			"page": 218,
			"type": "Master",
			"entries": [
				"If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate} trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."
			]
		},
		{
			"name": "Spell Battery",
			"source": "CRB",
			"page": 218,
			"type": "Master",
			"entries": [
				"You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."
			]
		},
		{
			"name": "Spell Delivery",
			"source": "CRB",
			"page": 218,
			"type": "Master",
			"entries": [
				"If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."
			]
		}
	],
	"eidolon": [
		{
			"name": "Elemental Eidolon (air)",
			"type": "Eidolon",
			"source": "RoE",
			"page": 38,
			"fluff": [
				"Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.",
				"Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own."
			],
			"tradition": "primal",
			"traits": [
				"eidolon",
				"elemental",
				"air"
			],
			"home": "Plane of Air",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)"
			],
			"stats": [
				{
					"name": "Adaptable Elemental",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 16,
						"int": 10,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				},
				{
					"name": "Primordial Elemental",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				}
			],
			"skills": [
				"Nature",
				"Survival"
			],
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"languages": [
				"{@language Sussuran} (air elemental)"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Elemental Core",
					"type": "initial",
					"entries": [
						"Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.",
						"{@b Air}: Your eidolon is formed from elemental air and is light as a breeze. Your eidolon can {@action Leap}, {@action High Jump}, and {@action Long Jump} twice as far, and doesn't take falling damage."
					]
				},
				{
					"name": "Elemental Burst",
					"type": "symbiosis",
					"traits": [
						"concentrate",
						"eidolon"
					],
					"entries": [
						"Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"concentrate",
								"eidolon"
							],
							"entries": [
								"Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core."
							]
						}
					]
				},
				{
					"name": "Elemental Maelstrom",
					"type": "transcendence",
					"traits": [
						"eidolon"
					],
					"entries": [
						"Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride."
					]
				}
			]
		},
		{
			"name": "Elemental Eidolon (earth)",
			"type": "Eidolon",
			"source": "RoE",
			"page": 38,
			"fluff": [
				"Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.",
				"Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own."
			],
			"tradition": "primal",
			"traits": [
				"eidolon",
				"elemental",
				"earth"
			],
			"home": "Plane of Earth",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)"
			],
			"stats": [
				{
					"name": "Adaptable Elemental",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 16,
						"int": 10,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				},
				{
					"name": "Primordial Elemental",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				}
			],
			"skills": [
				"Nature",
				"Survival"
			],
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"languages": [
				"{@language Petran} (earth elemental)"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Elemental Core",
					"type": "initial",
					"entries": [
						"Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.",
						"{@b Earth}: Your eidolon is formed from elemental earth, and is incredibly hard to move by force. Your eidolon gains a +2 circumstance bonus to their Fortitude or Reflex DCs against attempts to {@action Shove} or {@action Trip} them. This bonus also applies to saving throws against spells or effects that attempt to knock them prone. In addition, if any effect would force them to move 10 feet or more, they're moved only half the distance."
					]
				},
				{
					"name": "Elemental Burst",
					"type": "symbiosis",
					"traits": [
						"concentrate",
						"eidolon"
					],
					"entries": [
						"Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"concentrate",
								"eidolon"
							],
							"entries": [
								"Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core."
							]
						}
					]
				},
				{
					"name": "Elemental Maelstrom",
					"type": "transcendence",
					"traits": [
						"eidolon"
					],
					"entries": [
						"Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride."
					]
				}
			]
		},
		{
			"name": "Elemental Eidolon (fire)",
			"type": "Eidolon",
			"source": "RoE",
			"page": 38,
			"fluff": [
				"Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.",
				"Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own."
			],
			"tradition": "primal",
			"traits": [
				"eidolon",
				"elemental",
				"fire"
			],
			"home": "Plane of Fire",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)"
			],
			"stats": [
				{
					"name": "Adaptable Elemental",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 16,
						"int": 10,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				},
				{
					"name": "Primordial Elemental",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				}
			],
			"skills": [
				"Nature",
				"Survival"
			],
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"languages": [
				"{@language Pyric} (fire elemental)"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Elemental Core",
					"type": "initial",
					"entries": [
						"Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.",
						"{@b Fire}: Your eidolon is formed from elemental fire and burns with embers of flame. Your eidolon gains resistance equal to half your level (minimum 1) to fire and an equal amount of weakness to cold and water. Their unarmed attacks deal 1 additional fire damage."
					]
				},
				{
					"name": "Elemental Burst",
					"type": "symbiosis",
					"traits": [
						"concentrate",
						"eidolon"
					],
					"entries": [
						"Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"concentrate",
								"eidolon"
							],
							"entries": [
								"Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core."
							]
						}
					]
				},
				{
					"name": "Elemental Maelstrom",
					"type": "transcendence",
					"traits": [
						"eidolon"
					],
					"entries": [
						"Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride."
					]
				}
			]
		},
		{
			"name": "Elemental Eidolon (metal)",
			"type": "Eidolon",
			"source": "RoE",
			"page": 38,
			"fluff": [
				"Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.",
				"Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own."
			],
			"tradition": "primal",
			"traits": [
				"eidolon",
				"elemental",
				"metal"
			],
			"home": "Plane of Metal",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)"
			],
			"stats": [
				{
					"name": "Adaptable Elemental",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 16,
						"int": 10,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				},
				{
					"name": "Primordial Elemental",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				}
			],
			"skills": [
				"Nature",
				"Survival"
			],
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"languages": [
				"{@language Talican} (metal elemental)"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Elemental Core",
					"type": "initial",
					"entries": [
						"Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.",
						"{@b Metal}: Your eidolon is formed from elemental metal and can adapt their metallic form to battle. One of your eidolon's starting melee unarmed attacks gains the {@trait versatile} bludgeoning, piercing, or slashing trait, as your eidolon learns how to shift the metal into various weaponlike forms."
					]
				},
				{
					"name": "Elemental Burst",
					"type": "symbiosis",
					"traits": [
						"concentrate",
						"eidolon"
					],
					"entries": [
						"Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"concentrate",
								"eidolon"
							],
							"entries": [
								"Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core."
							]
						}
					]
				},
				{
					"name": "Elemental Maelstrom",
					"type": "transcendence",
					"traits": [
						"eidolon"
					],
					"entries": [
						"Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride."
					]
				}
			]
		},
		{
			"name": "Elemental Eidolon (water)",
			"type": "Eidolon",
			"source": "RoE",
			"page": 38,
			"fluff": [
				"Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.",
				"Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own."
			],
			"tradition": "primal",
			"traits": [
				"eidolon",
				"elemental",
				"water"
			],
			"home": "Plane of Water",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)"
			],
			"stats": [
				{
					"name": "Adaptable Elemental",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 16,
						"int": 10,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				},
				{
					"name": "Primordial Elemental",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				}
			],
			"skills": [
				"Nature",
				"Survival"
			],
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"languages": [
				"{@language Thalassic} (water elemental)"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Elemental Core",
					"type": "initial",
					"entries": [
						"Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.",
						"{@b Water}: Your eidolon is formed from elemental water and swims with ease. Your eidolon gains the amphibious trait, allowing them to breathe in water and air and to avoid the normal \u20132 penalty for making bludgeoning and slashing {@trait unarmed} {@action Strike||Strikes} underwater. Your eidolon's land Speed is reduced to 15 feet, and they gain a swim Speed of 25 feet. You can take the {@feat Amphibious Form|SoM} feat  to increase their land Speed back up to 25 feet, as described in the feat."
					]
				},
				{
					"name": "Elemental Burst",
					"type": "symbiosis",
					"traits": [
						"concentrate",
						"eidolon"
					],
					"entries": [
						"Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"concentrate",
								"eidolon"
							],
							"entries": [
								"Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core."
							]
						}
					]
				},
				{
					"name": "Elemental Maelstrom",
					"type": "transcendence",
					"traits": [
						"eidolon"
					],
					"entries": [
						"Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride."
					]
				}
			]
		},
		{
			"name": "Elemental Eidolon (wood)",
			"type": "Eidolon",
			"source": "RoE",
			"page": 38,
			"fluff": [
				"Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.",
				"Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own."
			],
			"tradition": "primal",
			"traits": [
				"eidolon",
				"elemental",
				"wood"
			],
			"home": "Plane of Wood",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)"
			],
			"stats": [
				{
					"name": "Adaptable Elemental",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 16,
						"int": 10,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				},
				{
					"name": "Primordial Elemental",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				}
			],
			"skills": [
				"Nature",
				"Survival"
			],
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"languages": [
				"{@language Muan} (wood elemental)"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Elemental Core",
					"type": "initial",
					"entries": [
						"Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.",
						"{@b Wood}: Your eidolon is formed from elemental wood, and its living wooden form twists and regrows as you focus your elemental energies. You can choose to have your eidolon gain the {@trait plant} trait. Whenever you {@action Refocus}, your eidolon regains a number of Hit Points equal to double your level."
					]
				},
				{
					"name": "Elemental Burst",
					"type": "symbiosis",
					"traits": [
						"concentrate",
						"eidolon"
					],
					"entries": [
						"Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"concentrate",
								"eidolon"
							],
							"entries": [
								"Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core."
							]
						}
					]
				},
				{
					"name": "Elemental Maelstrom",
					"type": "transcendence",
					"traits": [
						"eidolon"
					],
					"entries": [
						"Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride."
					]
				}
			]
		},
		{
			"name": "Undead Eidolon",
			"type": "Eidolon",
			"source": "BotD",
			"page": 36,
			"fluff": [
				"Your eidolon is an undead spirit pulled from the Ethereal Plane or Negative Energy Plane, embodied, and bound to your life force in an unusual, potentially antithetical way that even other summoners can't quite understand. Undead eidolons take about every imaginable shape and form, as their bodies manifest from their connection to you. Their ultimate form can be influenced by an amalgamation of the echoes and memories of their old life before becoming undead, their cause of death, their encounters in the afterlife, and portions of your own essences. Together, you and your eidolon need to explore the mysteries of life, death, and undeath to understand what your bond means for both of your futures."
			],
			"tradition": "divine",
			"traits": [
				"undead",
				"eidolon"
			],
			"alignment": "must be good, usually neutral good",
			"home": "Ethereal Plane or Negative Energy Plane",
			"size": [
				"medium",
				"small"
			],
			"suggestedAttacks": [
				"claw (slashing), fist (bludgeoning), jaws (piercing)"
			],
			"stats": [
				{
					"name": "Undead Brute",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 10,
						"cha": 12
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				},
				{
					"name": "Undead Stalker",
					"abilityScores": {
						"str": 14,
						"dex": 18,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Intimidation",
				"Religion"
			],
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"languages": [
				"necril"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Negative Essence",
					"type": "initial",
					"entries": [
						"Your undead eidolon has a link directly to your life force, which grants it a twilight state between living and undead. This renders it a living creature and therefore susceptible to many ailments that bother only the living, though it does possess some resistances to these effects.",
						"The eidolon has {@ability negative healing|b2}, meaning it heals from negative energy effects that heal undead and is damaged by positive energy effects that damage undead. It doesn't have an undead's normal immunities, but it does gain a +2 circumstance bonus to saving throws against {@trait death} effects, {@trait disease}, and {@trait poison} effects, and non-damaging effects that target only undead. Additionally, its necrotic essence stanches its wounds easily. The flat check to remove {@condition persistent damage||persistent bleed damage} from the eidolon is DC {@flatDC 10} (or DC {@flatDC 5} after receiving particularly effective aid)."
					]
				},
				{
					"name": "Drain Life",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your eidolon's link with you sustains it, but it still craves the life essence of the living, whether through blood or pure essence. It gains the Drain Life activity.",
						{
							"type": "ability",
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"divine",
								"eidolon",
								"necromancy",
								"negative"
							],
							"entries": [
								"Your eidolon attacks a living creature and drains some of the creature's life force to feed your shared link. Your eidolon Strikes a living enemy. If the Strike hits and deals damage, the target must attempt a Fortitude save, with the following effects. On a critical hit, the enemy uses the result one degree worse than it rolled.",
								{
									"type": "successDegree",
									"entries": {
										"Critical Success": "No effect.",
										"Success": "Your eidolon drains a small amount of life force. The enemy takes additional negative damage equal to half your level.",
										"Failure": "Your eidolon drains enough life force to satisfy itself. The enemy takes additional negative damage equal to half your level and is {@condition drained 1}. Your eidolon gains temporary Hit Points equal to the enemy's level, which last for 1 minute.",
										"Critical Failure": "Your eidolon drains an incredible amount of life force and is thoroughly glutted with energy. As failure, but the enemy is {@condition drained 2} and the temporary Hit Points are equal to double the enemy's level."
									}
								}
							]
						}
					]
				},
				{
					"name": "Rejuvenation",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"Your eidolon's unusual connection with you allows you both to rejuvenate when defeated. The first time each day your turn begins while you're dying, you instantly regain a number of Hit Points equal to three times your level and wake up. (Increase your {@condition wounded} condition as normal.) You can immediately {@action Manifest Eidolon|SoM|Manifest Your Eidolon} as a free action. You can then take your turn as normal."
					]
				}
			]
		},
		{
			"name": "Angel Eidolon",
			"type": "Eidolon",
			"source": "SoM",
			"page": 59,
			"fluff": [
				"Your eidolon is a celestial messenger, a member of the angelic host with a unique link to you, allowing them to carry a special message to the mortal world at your side. Most angel eidolons are roughly humanoid in form, with feathered wings, glowing eyes, halos, or similar angelic features. However, some take the form of smaller angelic servitors like the winged helmet cassisian angel instead. The two of you are destined for an important role in the plans of the celestial realms. Though a true angel, your angel eidolon's link to you as a mortal prevents them from casting the {@ritual angelic messenger|b1} ritual, even if they somehow learn it."
			],
			"tradition": "divine",
			"traits": [
				"angel",
				"celestial",
				"eidolon"
			],
			"alignment": "must be good, usually neutral good",
			"home": "Nirvana (if {@trait NG}), {@place Elysium} (if {@trait CG}), or {@place Heaven} (if {@trait LG})",
			"size": [
				"medium",
				"small"
			],
			"suggestedAttacks": [
				"fist (bludgeoning), wing (bludgeoning), unarmed attacks shaped like a weapon"
			],
			"stats": [
				{
					"name": "Angelic Avenger",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				},
				{
					"name": "Angelic Emissary",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 12,
						"int": 10,
						"wis": 12,
						"cha": 14
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Diplomacy",
				"Religion"
			],
			"senses": {
				"other": [
					"{@ability darkvision}"
				]
			},
			"languages": [
				"celestial"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Hallowed Strikes",
					"type": "initial",
					"entries": [
						"Your eidolon's attacks are hallowed by the celestial realms. Your eidolon's unarmed {@action Strike||Strikes} deal an extra 1 good damage; as usual, this extra damage harms only evil creatures or those with a weakness to good damage. Additionally, your eidolon can make {@trait nonlethal} attacks with its unarmed attacks without taking the usual \u20132 circumstance penalty."
					]
				},
				{
					"name": "Traveler's Aura",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your eidolon emanates a powerful aura\u2014resembling that of an astral deva\u2014that protects creatures as they travel. The aura has the {@trait abjuration}, {@trait aura}, and {@trait divine} traits. Your eidolon and its allies within a 20-foot emanation are protected from severe heat and cold, and your eidolon is never {@condition flat-footed} to creatures inside the aura that are of a lower level than the eidolon.",
						"When you gain the transcendence class feature, this evolves to the full benefits of an astral deva; your eidolon and allies in the aura are protected from environmental damage from any plane, including severe and extreme heat and cold as well as more unusual dangers."
					]
				},
				{
					"name": "Angelic Mercy",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"Your eidolon's angelic power allows them to assuage a variety of ailments, just like most other powerful angels. Your eidolon can cast {@spell remove curse}, {@spell remove disease}, {@spell remove fear}, and {@spell remove paralysis} once per day each as 9th-level divine innate spells."
					]
				}
			]
		},
		{
			"name": "Anger Phantom Eidolon",
			"fluff": [
				"Your eidolon is a lost soul, bound to the mortal world by undying anger or a bitter grudge. Most phantom eidolons are humanoids with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents it from succumbing to corruption and undeath. Together, you will need to decide whether to work with your eidolon to control its anger, or channel its wrath into power."
			],
			"type": "Eidolon",
			"source": "SoM",
			"page": 59,
			"tradition": "occult",
			"traits": [
				"eidolon",
				"ethereal",
				"phantom"
			],
			"home": "{@place Ethereal Plane}",
			"size": [
				"medium",
				"small"
			],
			"suggestedAttacks": [
				"fist (bludgeoning), tendril (bludgeoning), unarmed attacks shaped like a weapon"
			],
			"stats": [
				{
					"name": "Wrathful Berserker",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 10,
						"cha": 12
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				},
				{
					"name": "Enraged Assassin",
					"abilityScores": {
						"str": 14,
						"dex": 18,
						"con": 16,
						"int": 10,
						"wis": 8,
						"cha": 12
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Intimidation",
				"Occultism"
			],
			"senses": {
				"other": [
					"darkvision"
				]
			},
			"languages": [
				"one common mortal language the eidolon spoke in life"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Furious Strike",
					"type": "initial",
					"entries": [
						"Your eidolon can infuse an attack with unmitigated rage. It gains the Furious {@action Strike} activity.",
						{
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"eidolon"
							],
							"entries": [
								"Your eidolon channels its anger into a furious attack. It makes a melee {@action Strike}. This counts as two attacks when calculating your multiple attack penalty. If this {@action Strike} hits, your eidolon deals an extra die of weapon damage and gains a +1 circumstance bonus to the damage roll.",
								"If you're at least 10th level, increase this to two extra dice with a +2 circumstance bonus, and if you're at least 18th level, increase it to three extra dice with a +3 circumstance bonus."
							],
							"type": "ability",
							"style": "full",
							"name": "Furious Strike"
						}
					]
				},
				{
					"name": "Seething Frenzy",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your eidolon can stoke itself into a frenzy. It gains the Seething Frenzy action.",
						{
							"activity": {
								"number": 1,
								"unit": "action"
							},
							"traits": [
								"concentrate",
								"eidolon",
								"emotion",
								"mental"
							],
							"entries": [
								"Your eidolon's fury boils over into a reckless, outof-control frenzy. While frenzied, your eidolon is affected by {@spell boost eidolon} and gains temporary Hit Points equal to your level, but it takes a \u20132 penalty to AC. Your eidolon can't voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy lasts for 1 minute, after which it's {@condition fatigued} for 1 minute and can't start another frenzy for 1 minute."
							],
							"type": "ability",
							"style": "full",
							"name": "Seething Frenzy"
						}
					]
				},
				{
					"name": "Anger Aura",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"Your eidolon exudes wrath in an aura around it, rousing the ire of nearby creatures and causing their defenses to crack as they seethe with rage. Your eidolon gains a 20-foot anger aura, which has the {@trait aura}, {@trait emotion}, {@trait enchantment}, {@trait mental}, and {@trait occult} traits. The resistances of any creature in the aura, including you, your allies, your enemies, and your eidolon, are reduced by an amount equal to 3 + your eidolon's Constitution modifier. Your eidolon can hold in its rage by spending a single action, which has the {@trait concentrate} trait. This reduces the aura's effect to affect only your eidolon. It can take this action again to reinstate the full effect of its aura. Creatures in a barbarian Rage, Seething Frenzy, or similar ability that allows them to channel their anger aren't affected by the anger aura."
					]
				}
			]
		},
		{
			"name": "Beast Eidolon",
			"fluff": [
				"Your eidolon is a manifestation of the life force of nature in the form of a powerful magical beast that often has animal features, possibly even several from different species. You might have learned the way to connect with the world's life force via a specific philosophy or practice, such as the beliefs of the god callers of Sarkoris, or formed a bond on your own. Regardless, your link to your eidolon allows you both to grow in power and influence to keep your home safe from those who would despoil it."
			],
			"type": "Eidolon",
			"source": "SoM",
			"page": 61,
			"tradition": "primal",
			"traits": [
				"eidolon",
				"beast"
			],
			"home": "{@place Material Plane}",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"claw (slashing), jaws (piercing), fangs (piercing), hoof (bludgeoning), horn (piercing)"
			],
			"stats": [
				{
					"name": "Brutal Beast",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				},
				{
					"name": "Fleet Beast",
					"abilityScores": {
						"str": 14,
						"dex": 18,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Intimidation",
				"Nature"
			],
			"senses": {
				"other": [
					"low-light vision"
				]
			},
			"languages": [
				"Sylvan"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Beast's Charge",
					"type": "initial",
					"entries": [
						"Your eidolon can make a ferocious charge or pounce on foes, allowing it to quickly engage. It gains the Beast's Charge activity",
						{
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"eidolon"
							],
							"entries": [
								"Your eidolon rushes forward, using its momentum to increase the power of its attack. Your eidolon {@action Stride||Strides} twice and then {@action Strike||Strikes}. If the eidolon moved at least 20 feet away from its starting position and moved entirely in a straight line, it gains a +1 circumstance bonus to this attack roll."
							],
							"type": "ability",
							"style": "full",
							"name": "Beast's Charge"
						}
					]
				},
				{
					"name": "Primal Roar",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your eidolon can bellow a terrifying roar, screech, croak, or other overpowering sound to frighten foes. It gains the Primal Roar activity.",
						{
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"auditory",
								"eidolon"
							],
							"entries": [
								"Your eidolon unleashes a primal roar or other such terrifying noise that fits your eidolon's form. Your eidolon attempts {@skill Intimidation} checks to {@action Demoralize} each enemy that can hear the roar; these {@action Demoralize} attempts don't take any penalty for not sharing a language."
							],
							"type": "ability",
							"style": "full",
							"name": "Primal Roar"
						}
					]
				},
				{
					"name": "Whirlwind Maul",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"Your eidolon thrashes violently, damaging many foes in its reach. It gains the Whirlwind Maul activity.",
						{
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"eidolon"
							],
							"entries": [
								"Your eidolon lashes out in all directions. It makes a melee unarmed {@action Strike} against up to four enemies within reach. It can choose different unarmed attacks for each enemy. Each attack counts toward your multiple attack penalty, but you don't increase your penalty until the eidolon has made all its attacks."
							],
							"type": "ability",
							"style": "full",
							"name": "Whirlwind Maul"
						}
					]
				}
			]
		},
		{
			"name": "Construct Eidolon",
			"fluff": [
				"Your eidolon is a mental construct based on an astral thoughtform and given physical presence and life by its connection to you, its shape limited only by your imagination. Your eidolon's appearance and physical form vary based on your shared vision for its construction, from clockworks to stuffed dolls and everything between, and it's not uncommon for that appearance to change greatly as your construct gains evolutions. Because it arises from an astral entity, your construct is no mindless servitor, but a fully thinking being with its own ideas, goals, and even emotions. These entities are extremely diverse; while many construct eidolons come from a powerful symbiotic connection with astral denizens, just as many arise from the forgotten memories of ancient empires and craftworks drifting across the Silver Sea of the Astral Plane."
			],
			"type": "Eidolon",
			"source": "SoM",
			"page": 61,
			"tradition": "arcane",
			"traits": [
				"astral",
				"construct",
				"eidolon"
			],
			"home": "{@place Astral Plane}",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"fist (bludgeoning)"
			],
			"stats": [
				{
					"name": "Warrior Construct",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 12,
						"wis": 10,
						"cha": 8
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				},
				{
					"name": "Scout Construct",
					"abilityScores": {
						"str": 14,
						"dex": 18,
						"con": 16,
						"int": 12,
						"wis": 10,
						"cha": 8
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Arcana",
				"Crafting"
			],
			"senses": {
				"other": [
					"darkvision"
				]
			},
			"languages": [
				"one common mortal language"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Construct Heart",
					"type": "initial",
					"entries": [
						"Your construct eidolon has a link directly to your life force, which renders it a living creature and therefore susceptible to many ailments that bother only the living, though it does possess some resistances to these effects. It doesn't have a construct's normal immunities, but does gain a +2 circumstance bonus to saving throws against {@trait death} effects, {@trait disease}, {@trait necromancy}, and {@trait poison} effects, as well as effects causing the {@condition fatigued} or {@condition sickened} conditions. Additionally, its astral essence bleeds off slowly, and it only needs to succeed at a DC {@flatDC 10} flat check to remove {@condition persistent damage||persistent bleed damage} (or DC {@flatDC 5} after receiving particularly effective aid)."
					]
				},
				{
					"name": "Reconfigured Evolution",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your construct eidolon is particularly easy to reconfigure, gaining an additional evolution that suits both of your whims. Choose one additional evolution feat of 6th level or lower. Your eidolon gains that feat. You can Retrain this feat for any other evolution feat of 6th level or lower with only a single day of downtime if you succeed at a {@skill Crafting} check, with a {@table DCs by Level||standard DC of your eidolon's level}. If you fail, you can try again on a later day. Many summoners choose {@feat Eidolon's Wrath|SoM} for this ability."
					]
				},
				{
					"name": "Ultimate Reconfiguration",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"Your construct eidolon becomes even more customizable. Choose an evolution feat of 16th level or lower. Your eidolon gains that feat. You can spend downtime to adjust it using {@skill Crafting}, just like the feat from reconfigured evolution. Many summoners select {@feat Ever-Vigilant Senses|SoM} for this ability."
					]
				}
			]
		},
		{
			"name": "Demon Eidolon",
			"fluff": [
				{
					"type": "pf2-sidebar",
					"name": "Embodiments of Sin",
					"entries": [
						"While all demon eidolons have an associated sin, those sins can be incredibly varied. While many demon summoners conjure up easily recognizable eidolons, such as tempter demons appearing in the form of seductive succubi or wrecker demons taking on the form of destructive abrikandilus, other demons may also answer the call, including ones no one has ever seen before on the Material Plane. A greed-filled summoner might find that their eidolon is in truth one of the fearsome boar demons known as a nalfeshnee, while a summoner whose secret sins are stranger and darker than the average person might ever contemplate could conjure up a demonic presence whose appearance has never been recorded in the history of the mortal world."
					]
				},
				"Your eidolon is a demon, born of mortal sin congealed amid the chaos and evil of the Abyss, using its link to you to spread chaos at your side. Choose an associated sin for your demon. Demon eidolons have appearances as varied as the infinite Abyss. While demons are inherently untrustworthy, your demon eidolon has reached an accord with you and generally keeps it, though that doesn't mean your eidolon isn't actively working to bring your life deeper into its associated sin. Though a true demon, your demon eidolon's link to you as a mortal prevents them from casting the {@ritual abyssal pact|b1} ritual, even if they somehow learn it."
			],
			"type": "Eidolon",
			"source": "SoM",
			"page": 62,
			"tradition": "divine",
			"traits": [
				"demon",
				"eidolon",
				"fiend"
			],
			"home": "{@place The Abyss}",
			"size": [
				"medium",
				"small"
			],
			"alignment": "must be chaotic evil",
			"suggestedAttacks": [
				"claw (slashing), jaws (piercing), horn (piercing), tail (bludgeoning), tentacle (bludgeoning), wing (bludgeoning)"
			],
			"stats": [
				{
					"name": "Wrecker Demon",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 10,
						"wis": 8,
						"cha": 12
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				},
				{
					"name": "Tempter Demon",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 12,
						"int": 10,
						"wis": 10,
						"cha": 16
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Intimidation",
				"Religion"
			],
			"senses": {
				"other": [
					"darkvision"
				]
			},
			"languages": [
				"Abyssal"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Demonic Strikes",
					"type": "initial",
					"entries": [
						"Your eidolon's attacks are corrupted by the Abyss and imbued with pure evil and shifting chaos. All your eidolon's unarmed {@action Strike||Strikes} deal an extra 1 evil damage; as usual, this extra damage harms only good creatures or those with a weakness to evil damage. Additionally, choose one of your eidolon's unarmed attacks that deals physical damage; it gains the {@trait versatile} trait for a different type of physical damage you choose."
					]
				},
				{
					"name": "Visions of Sin",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your demon is born of sin and can project the sin it is formed from into the minds of others. It gains the Visions of Sin activity.",
						{
							"type": "ability",
							"traits": [
								"eidolon",
								"emotion",
								"magical",
								"mental"
							],
							"style": "full",
							"name": "Visions of Sin",
							"entries": [
								"Your eidolon summons images of its sin into the mind of a target creature within 30 feet, tormenting and confusing the target. The target must attempt a Will save against your spell DC with the following effects. The effects last until the end of your next turn, but your eidolon can use a single action, which has the {@trait concentrate} trait, to extend the effects until the end of your next turn (like {@action Sustain a Spell||Sustaining a Spell}), to a maximum duration of 1 minute. If the target is evil, it takes a \u20132 circumstance penalty to its save. Regardless of whether it succeeds, the target becomes temporarily immune for 1 day.",
								{
									"type": "successDegree",
									"entries": {
										"Critical Success": "The target is unaffected.",
										"Success": "The target can't use reactions.",
										"Failure": "The target is {@condition slowed 1} and can't use reactions.",
										"Critical Failure": "As failure, and the target is also {@condition confused} for 1 round. The confusion can't be extended, but the other effects can."
									}
								}
							],
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"frequency": {
								"unit": "minute",
								"interval": 10,
								"number": 1
							}
						}
					]
				},
				{
					"name": "Blasphemous Decree",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"Your demon utters indescribable words writhing with its associated sin. It can cast an evil {@spell divine decree} once per day as a 9th-level spell. You are unaffected by this decree, even if you aren't evil. At 19th level, this becomes a 10th-level {@spell divine decree} instead."
					]
				}
			]
		},
		{
			"name": "Devotion Phantom Eidolon",
			"fluff": [
				"Your eidolon is a lost soul, unable to escape the mortal world due to a strong sense of duty, an undying devotion, or a need to complete an important task. Most phantom eidolons are humanoid with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents them from succumbing to corruption and undeath, and together, you will grow in strength and fulfill your phantom's devotion."
			],
			"type": "Eidolon",
			"source": "SoM",
			"page": 63,
			"tradition": "occult",
			"traits": [
				"eidolon",
				"ethereal",
				"phantom"
			],
			"home": "{@place Etheral Plane}",
			"size": [
				"medium",
				"small"
			],
			"suggestedAttacks": [
				"fist (bludgeoning), tendril (bludgeoning), unarmed attacks shaped like a weapon"
			],
			"stats": [
				{
					"name": "Stalwart Guardian",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 10,
						"wis": 10,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				},
				{
					"name": "Swift Protector",
					"abilityScores": {
						"str": 14,
						"dex": 18,
						"con": 16,
						"int": 10,
						"wis": 10,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Medicine",
				"Occultism"
			],
			"senses": {
				"other": [
					"darkvision"
				]
			},
			"languages": [
				"one common mortal language the eidolon spoke in life"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Dutiful Retaliation",
					"type": "initial",
					"entries": [
						"Your eidolon deeply respects your assistance, and it extends its loyalty to you, attacking those who dare harm you. It gains the Dutiful Retaliation reaction.",
						{
							"type": "ability",
							"style": "full",
							"traits": [
								"eidolon",
								"occult",
								"transmutation"
							],
							"name": "Dutiful Retaliation",
							"entries": [
								"Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed {@action Strike} against the triggering enemy, even if that enemy isn't within your eidolon's reach."
							],
							"activity": {
								"number": 1,
								"unit": "reaction"
							},
							"trigger": "An enemy within 15 feet of you hits you with a {@action Strike} and deals damage to you.",
							"requirements": "Your eidolon is within 15 feet of you."
						}
					]
				},
				{
					"name": "Steadfast Devotion",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your eidolon's dedication makes it extremely challenging for your foes to bend its mind. Your eidolon gains a +2 circumstance bonus to saving throws against {@trait mental} effects, and if they roll a success against such an effect, they get a critical success instead. If you have the shared resolve class feature and your eidolon rolls a critical failure against a {@trait mental} effect, they get a failure instead."
					]
				},
				{
					"name": "Devotion Aura",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"After fighting at your side for so long, your eidolon has become as devoted to protecting you and your allies as it is to its original cause. It gains a 20-foot devotion aura, which has the {@trait abjuration}, {@trait aura}, and {@trait occult} traits. Whenever one of your eidolon's allies within the aura takes damage, you can reduce the damage by your eidolon's Constitution modifier. You lose a number of Hit Points equal to half the amount by which the eidolon reduced the damage, rounded down. If the damage was lower than the Constitution modifier, base the damage you take on the actual amount of damage prevented."
					]
				}
			]
		},
		{
			"name": "Dragon Eidolon",
			"fluff": [
				"Because dragons have a strong connection to magic, their minds can often leave an echo floating in the Astral Plane. Such an entity is extremely powerful but unable to interact with the outside world on its own. Dragon eidolons manifest in the powerful, scaled forms they had in life; most take the form of true dragons (albeit smaller), but some manifest as drakes or other draconic beings. You have forged a connection with such a dragon eidolon and together, you seek to grow as powerful as an ancient wyrm."
			],
			"type": "Eidolon",
			"source": "SoM",
			"page": 63,
			"tradition": "arcane",
			"traits": [
				"astral",
				"dragon",
				"eidolon"
			],
			"home": "{@place Astral Plane}",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"claw (slashing), jaws (piercing), horn (piercing), tail (bludgeoning), wing (bludgeoning)"
			],
			"stats": [
				{
					"name": "Marauding Dragon",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 10,
						"wis": 10,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				},
				{
					"name": "Cunning Dragon",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 12,
						"int": 14,
						"wis": 10,
						"cha": 12
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Arcana",
				"Intimidation"
			],
			"senses": {
				"other": [
					"darkvision"
				]
			},
			"languages": [
				"Draconic"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Breath Weapon",
					"type": "initial",
					"entries": [
						"Your eidolon has a powerful breath weapon, which they are able to use regularly to wreak havoc upon your foes. They gain the Breath Weapon activity. Choose a damage type from among {@trait acid}, {@trait cold}, {@trait electricity}, {@trait fire}, {@trait negative}, piercing, or {@trait poison}, and choose whether the area is a 60-foot line or a 30-foot cone. Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.",
						{
							"type": "ability",
							"style": "full",
							"traits": [
								"arcane",
								"eidolon",
								"evocation"
							],
							"name": "Breath Weapon",
							"entries": [
								"Your eidolon exhales a blast of destructive energy. Your eidolon deals {@damage 1d6} damage to all creatures in the area, with a basic Reflex save against your spell DC. The area and damage type of the Breath Weapon are chosen when the eidolon gains this ability. Your eidolon then can't use their Breath Weapon again for the next {@dice 1d4} rounds.",
								"At 3rd level and every 2 levels thereafter, the damage increases by {@damage 1d6}."
							],
							"activity": {
								"number": 2,
								"unit": "action"
							}
						}
					]
				},
				{
					"name": "Draconic Frenzy",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your eidolon can make a furious assault, potentially recovering the use of their Breath Weapon. They gain the Draconic Frenzy activity.",
						{
							"type": "ability",
							"style": "full",
							"traits": [
								"eidolon"
							],
							"name": "Draconic Frenzy",
							"entries": [
								"Your eidolon makes one {@action Strike} with their primary unarmed attack and two {@action Strike||Strikes} with their secondary unarmed attack (in any order). If any of these attacks critically hits an enemy, your eidolon instantly recovers the use of their Breath Weapon."
							],
							"activity": {
								"number": 2,
								"unit": "action"
							}
						}
					]
				},
				{
					"name": "Wyrm's Breath",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"Your eidolon can draw upon the power of wyrms to enhance the eidolon's Breath Weapon. Your eidolon gains the Wyrm's Breath free action.",
						{
							"type": "ability",
							"style": "full",
							"traits": [
								"concentrate",
								"eidolon"
							],
							"name": "Wyrm's Breath",
							"entries": [
								"Your eidolon gathers the power of the mightiest wyrms to make its magical breath even more spectacular. If your eidolon's next action is to use Breath Weapon, both the number of damage dice and area of the Breath Weapon are doubled."
							],
							"activity": {
								"number": 1,
								"unit": "free"
							}
						}
					]
				}
			]
		},
		{
			"name": "Fey Eidolon",
			"fluff": [
				"Your eidolon is a fey, a capricious being of the mysterious First World. Many fey appear similar to mortal humanoids with unusual features such as pointed ears, wings, or bodies composed of natural elements, but the full variety of fey is endless, and many others appear completely inhuman. Fey from the First World never truly die, instead forming a new creature. Fey eidolons usually come about when a summoner helps stabilize a difficult reformation. This means your fey eidolon likely lived a different life just before meeting you and might remember fragments of its old memories. Together, you might have to unravel a memory from your eidolon's past life among the fey."
			],
			"type": "Eidolon",
			"source": "SoM",
			"page": 64,
			"tradition": "primal",
			"traditionNote": "(but see Fey Gift Spells below)",
			"traits": [
				"eidolon",
				"fey"
			],
			"home": "{@place First World}",
			"size": [
				"medium",
				"small"
			],
			"suggestedAttacks": [
				"fist (bludgeoning), wing (bludgeoning), attacks shaped like a weapon"
			],
			"stats": [
				{
					"name": "Skirmisher Fey",
					"abilityScores": {
						"str": 14,
						"dex": 18,
						"con": 14,
						"int": 10,
						"wis": 10,
						"cha": 12
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				},
				{
					"name": "Trickster Dragon",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 12,
						"int": 12,
						"wis": 8,
						"cha": 16
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Deception",
				"Nature"
			],
			"senses": {
				"other": [
					"low-light vision"
				]
			},
			"languages": [
				"Sylvan"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Gift Spells",
					"type": "initial",
					"entries": [
						"Your eidolon expands your primal magic with enchantment and illusion magic, allowing both of you to wield the power of fey charm and glamour. When you add spells to your repertoire, you can choose from the primal list as well as from enchantment and illusion spells that appear on the arcane spell list. As usual for when you add spells of a different tradition to your spell list, you're still a primal spellcaster, so all of your spells are primal spells.",
						"Your eidolon gains the {@feat Magical Understudy|SoM} summoner feat, despite not meeting the prerequisite level, and it can choose fey gift cantrips in addition to primal cantrips. As usual for a feat you are granted by name, you can't retrain {@feat Magical Understudy|SoM} into another feat."
					]
				},
				{
					"name": "Fey Mischief",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your eidolon's fey magic becomes more powerful and mischievous. Your eidolon gains the {@feat Magical Adept|SoM} feat, despite not meeting the prerequisite level, and can choose from fey gift spells in addition to primal spells."
					]
				},
				{
					"name": "Fey Chicanery",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"Ever full of tricks, your fey eidolon twists magical protections into your shared life force, granting it a contingency in its back pocket for desperate situations. During your daily preparations, your eidolon can cast a {@spell contingency} spell. The 4th-level spell it chooses must come from the primal or fey gift list, and must either be common or be another spell you have access to."
					]
				}
			]
		},
		{
			"name": "Plant Eidolon",
			"fluff": [
				"Your eidolon is an intelligent plant, formed from the same disembodied fragments of nature's life energy that become leshys. Plant eidolons tend to be curious and adaptable, with temperaments based on the parts of mortal culture they feel affinity toward. Despite coming from the same source, plant eidolons don't always look like leshys. Plant eidolons have forms that vary greatly and can look like almost any kind of plant creature in existence. Some even resemble plant creatures so strange they are impossible to identify."
			],
			"type": "Eidolon",
			"source": "SoM",
			"page": 65,
			"tradition": "primal",
			"traits": [
				"eidolon",
				"plant"
			],
			"home": "{@place Material Plane}",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"vine (bludgeoning), branch (bludgeoning), root (bludgeoning)"
			],
			"stats": [
				{
					"name": "Guardian Plant",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 8,
						"wis": 12,
						"cha": 10
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				},
				{
					"name": "Creeping Plant",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 16,
						"int": 8,
						"wis": 14,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Nature",
				"Survival"
			],
			"senses": {
				"other": [
					"low-light vision"
				]
			},
			"languages": [
				"Sylvan"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Tendril Strike",
					"type": "initial",
					"entries": [
						"Your eidolon can stretch out vines and roots, attacking foes outside its reach. It gains the Tendril {@action Strike} action.",
						{
							"type": "ability",
							"style": "full",
							"name": "Tendril Strike",
							"activity": {
								"unit": "action",
								"number": 1
							},
							"traits": [
								"eidolon"
							],
							"entries": [
								"Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed {@action Strike}, increasing its reach by 5 feet for that {@action Strike}. If the unarmed attack has the {@trait disarm}, {@trait shove}, or {@trait trip} trait, the eidolon can use the corresponding action instead of a {@action Strike}."
							]
						}
					]
				},
				{
					"name": "Growing Vines",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your eidolon's vines and branches lengthen even more. All your eidolon's melee unarmed attacks gain the {@trait reach} trait."
					]
				},
				{
					"name": "Field of Roots",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"Your eidolon learns how to send its roots underground to hinder foes. It gains the Field of Roots activity.",
						{
							"type": "ability",
							"style": "full",
							"name": "Field of Roots",
							"activity": {
								"unit": "action",
								"number": 2
							},
							"traits": [
								"eidolon"
							],
							"entries": [
								"Your eidolon extends its roots underground to entangle and possibly damage all foes nearby. All enemies within your eidolon's reach take damage of the same type and amount as your eidolon's most damaging {@action Strike}, depending on their Reflex saves. Any ongoing effects of the save last until the enemy either {@action Escape||Escapes} or leaves your eidolon's reach. After using Field of Roots, your eidolon is {@condition immobilized} until it takes a single action, which has the {@trait manipulate} trait, to detach from the ground; this also ends any remaining effects on enemies from Field of Roots.",
								{
									"type": "successDegree",
									"entries": {
										"Critical Success": "The enemy is unaffected.",
										"Success": "The enemy takes no damage, but takes a \u201310 foot circumstance penalty to its Speeds.",
										"Failure": "The enemy takes half damage, takes a \u201310-foot circumstance penalty to its Speeds, and, at the end of each of its turns, takes half damage again.",
										"Critical Failure": "The enemy is {@condition immobilized}, takes full damage, and, at the end of each of its turns, takes full damage again."
									}
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Psychopomp Eidolon",
			"fluff": [
				"Your eidolon is a psychopomp, a creature whose sworn duty is to usher souls safely to the afterlife and maintain the courts of the dead. Psychopomp eidolons have a variety of appearances, but since they often traffic with mortals, their form typically includes an elaborate mask. You and your psychopomp eidolon share an important fate together, whether it relates directly to your own soul or to a mission that will somehow protect the souls of others."
			],
			"type": "Eidolon",
			"source": "SoM",
			"page": 66,
			"tradition": "divine",
			"traits": [
				"eidolon",
				"monitor",
				"psychopomp"
			],
			"home": "{@place The Boneyard}",
			"alignment": "must be true neutral",
			"size": [
				"medium"
			],
			"suggestedAttacks": [
				"beak (piercing), claw (slashing), fist (bludgeoning), jaws (piercing), unarmed attacks shaped like a weapon"
			],
			"stats": [
				{
					"name": "Soul Guardian",
					"abilityScores": {
						"str": 18,
						"dex": 14,
						"con": 16,
						"int": 10,
						"wis": 12,
						"cha": 8
					},
					"ac": {
						"number": 2,
						"dexCap": 3
					}
				},
				{
					"name": "Scribe of the Dead",
					"abilityScores": {
						"str": 12,
						"dex": 18,
						"con": 16,
						"int": 8,
						"wis": 14,
						"cha": 10
					},
					"ac": {
						"number": 1,
						"dexCap": 4
					}
				}
			],
			"skills": [
				"Intimidation",
				"Religion"
			],
			"senses": {
				"other": [
					"darkvision"
				]
			},
			"languages": [
				"Requian"
			],
			"speed": {
				"walk": 25
			},
			"abilities": [
				{
					"name": "Spirit Touch",
					"type": "initial",
					"entries": [
						"Your eidolon's attacks possess a psychopomp's ability to harm the living and the dead. Your eidolon's unarmed {@action Strike||Strikes} affect {@trait incorporeal} creatures as though etched with a {@item ghost touch} property rune and deal an extra 1 negative damage to living creatures and an extra 1 positive damage to undead."
					]
				},
				{
					"name": "Hidden Watcher",
					"type": "symbiosis",
					"level": 7,
					"entries": [
						"Your eidolon can render both of you unseen. Once per hour, it can cast {@spell invisibility} targeting you, them, or both of you at once. If the spell targeted both of you, the spell ends for both of you if either of you uses a {@trait hostile} action."
					]
				},
				{
					"name": "Spirit Taker",
					"type": "transcendence",
					"level": 17,
					"entries": [
						"Your eidolon is particularly capable when it comes to handling bodiless spirits and putting undead to their final rest. Your eidolon can see {@trait incorporeal} creatures inside of solid objects and can attack them with {@action Strike||Strikes} without penalty; an {@trait incorporeal} creature in a solid object that takes damage from your eidolon's {@action Strike} is expelled from the object to the nearest available space, moving closer to your eidolon if possible.",
						"Additionally, your eidolon can target or affect a creature projecting its consciousness (such as via {@spell project image}) or possessing another creature, even if its body is elsewhere, though your eidolon must know about the possession or projection and choose to do so.",
						"Finally, the spirit of an undead destroyed by your eidolon's {@action Strike||Strikes} is sent directly to the Boneyard for judgment; an undead with an ability to avoid such a fate automatically, such as a ghost's rejuvenation, can attempt a counteract check against your spell DC to return via that ability as normal. In that case, it uses its Will save modifier as its counteract modifier."
					]
				}
			]
		}
	]
}
