Necrophidius.json 13 KB

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  1. {
  2. "ac": 19,
  3. "alignment": "N",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": -5,
  7. "constitution": 0,
  8. "creature_ability": [
  9. "Dance of Death",
  10. "Necrophidic Paralysis"
  11. ],
  12. "creature_family_markdown": "",
  13. "dexterity": 4,
  14. "exclude_from_search": false,
  15. "fortitude_save": 7,
  16. "hp": 50,
  17. "hp_raw": "50",
  18. "id": "creature-738",
  19. "image": [
  20. "/Images/Monsters/Necrophidius.png"
  21. ],
  22. "immunity": [
  23. "bleed",
  24. "death effects",
  25. "disease",
  26. "doomed",
  27. "drained",
  28. "fatigued",
  29. "healing",
  30. "mental",
  31. "necromancy",
  32. "nonlethal attacks",
  33. "paralyzed",
  34. "poison",
  35. "sickened",
  36. "unconscious"
  37. ],
  38. "immunity_markdown": "bleed, [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), nonlethal attacks, [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)",
  39. "intelligence": -5,
  40. "language_markdown": "",
  41. "level": 3,
  42. "markdown": "<title level=\"1\" pfs=\"Standard\">[Necrophidius](/Monsters.aspx?ID=738)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nAlthough the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking constructs are often crafted by evil or macabre creators seeking to imbue their guardians with a frightening aesthetic.\n\n Constructed from bones harvested from serpents and humans, a necrophidius is animated by occult magic, not unlife. Each necrophidius is built from the skeleton of a large snake, but its skull has been replaced by that of a humanoid creature. Some death cults or particularly cruel crafters seek out the skulls of specific individuals against whom they bear grudges to provide the head for their necrophidius. The final step of the construction is the alteration of the teeth and jaws to give the creature a more serpentine visage, complete with fangs.\n\n If a necrophidius's creator dies, the construct follows the last series of commands it was given. If it cannot do so, the necrophidius aimlessly wanders the area near where it last served its creator and attacks any creatures it encounters. Some believe that those who know the secrets of a necrophidius's origins can command it, provided its original creator no longer exists and no one else currently commands it. There are also a number of reports concerning strangely aware and intelligent necrophidiuses that roam with a purpose and track down or hunt specific living creatures they interpret as the targets of former assassination missions.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Construct](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Crafting](/Skills.aspx?ID=4)): DC 18\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 16\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 13\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Necrophidius.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 3\">[Necrophidius](/Monsters.aspx?ID=738)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n<trait label=\"Mindless\" url=\"/Traits.aspx?ID=108\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 180 <sup>2.0</sup></row>\n\n**Perception** +9; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\n\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +9, [Athletics](/Skills.aspx?ID=3) +10, [Stealth](/Skills.aspx?ID=15) +9\r\n\r\n<row gap=\"medium\">\r\n**Str** +3\r\n\r\n**Dex** +4\r\n\r\n**Con** +0\r\n\r\n**Int** -5\r\n\r\n**Wis** +2\r\n\r\n**Cha** -5\r\n</row>\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 19 \r\n\r\n**Fort** +7 \r\n\r\n**Ref** +11 \r\n\r\n**Will** +9 \n\n</row>\r\n\r\n**HP** 50\n\n**Immunities**\r\nbleed, [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), nonlethal attacks, [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)\n\n**Weaknesses**\r\nbludgeoning 5\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\njaws +8 ([Agile](/Traits.aspx?ID=170), [Finesse](/Traits.aspx?ID=179)),\r\n**Damage** 1d10+3 piercing plus necrophidic paralysis\n\n**Dance of Death** <actions string=\"Three Actions\" /> ([Enchantment](/Traits.aspx?ID=61), [Mental](/Traits.aspx?ID=106), [Occult](/Traits.aspx?ID=120), [Visual](/Traits.aspx?ID=163)) The necrophidius sways, its serpentine form undulating and clattering in a hypnotic rhythm. Each creature that witnesses the dance must attempt a DC 18 Will save. <br />**Critical Success** The creature is unaffected and is temporarily immune for 24 hours. <br />**Success** The creature is unnerved by the swaying and becomes [flat-footed](/Conditions.aspx?ID=16) until the end of the necrophidius's next turn. <br />**Failure** The creature is distracted by the swaying, becoming [stunned 1](/Conditions.aspx?ID=36). After it recovers, it is flat-footed until the end of the necrophidius's next turn. <br />**Critical Failure** As failure, but stunned 3.\r\n\r\n**Necrophidic Paralysis** ([Incapacitation](/Traits.aspx?ID=93), [Occult](/Traits.aspx?ID=120), [Necromancy](/Traits.aspx?ID=117)) A living creature bitten by a necrophidius must succeed at a DC 20 Fortitude save or become [paralyzed](/Conditions.aspx?ID=28). It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 for each save attempted. A creature that succeeds at this save is temporarily immune to necrophidic paralysis for 24 hours.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Other Necrophidiuses</title>\r\n\r\nUltimately, a necrophidius's abilities are the result of its creators' designs. Some have different immunities or have bites that deal poison, cold, or negative damage instead of inflicting paralysis. There are even rumors of soulbound necrophidiuses whose creators arranged for the soul of the skull's donor to empower the construct. These necrophidiuses are not only sentient but also have the facility to reason and even cast spells.\r\n</aside>",
  43. "name": "Necrophidius",
  44. "npc": false,
  45. "perception": 9,
  46. "pfs": "Standard",
  47. "rarity": "common",
  48. "reflex_save": 11,
  49. "release_date": "2020-05-27",
  50. "resistance": {},
  51. "search_markdown": "<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n<trait label=\"Mindless\" url=\"/Traits.aspx?ID=108\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 180 <sup>2.0</sup></row>\n\n<row gap=\"medium\">\r\n**HP** 50\r\n\r\n**AC** 19\r\n\r\n**Fort** +7\r\n\r\n**Ref** +11\r\n\r\n**Will** +9\r\n\r\n**Perception** +9\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAlthough the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking …\r\n</summary>",
  52. "sense": " darkvision ",
  53. "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
  54. "size": [
  55. "Medium"
  56. ],
  57. "skill": [
  58. "Acrobatics +9",
  59. "Athletics +10",
  60. "Stealth +9"
  61. ],
  62. "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +9, [Athletics](/Skills.aspx?ID=3) +10, [Stealth](/Skills.aspx?ID=15) +9",
  63. "source": [
  64. "Bestiary 2"
  65. ],
  66. "source_raw": [
  67. "Bestiary 2 pg. 180"
  68. ],
  69. "source_category": "Rulebooks",
  70. "source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 180 <sup>2.0</sup></row>",
  71. "speed": {
  72. "land": 25,
  73. "max": 25
  74. },
  75. "speed_markdown": "25 feet",
  76. "speed_raw": "25 feet",
  77. "spell_markdown": "",
  78. "stealth": "9",
  79. "strength": 3,
  80. "strongest_save": [
  81. "ref",
  82. "reflex"
  83. ],
  84. "summary": "Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking …",
  85. "summary_markdown": "Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking …",
  86. "text": " Necrophidius Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking constructs are often crafted by evil or macabre creators seeking to imbue their guardians with a frightening aesthetic. Constructed from bones harvested from serpents and humans, a necrophidius is animated by occult magic, not unlife. Each necrophidius is built from the skeleton of a large snake, but its skull has been replaced by that of a humanoid creature. Some death cults or particularly cruel crafters seek out the skulls of specific individuals against whom they bear grudges to provide the head for their necrophidius. The final step of the construction is the alteration of the teeth and jaws to give the creature a more serpentine visage, complete with fangs. If a necrophidius's creator dies, the construct follows the last series of commands it was given. If it cannot do so, the necrophidius aimlessly wanders the area near where it last served its creator and attacks any creatures it encounters. Some believe that those who know the secrets of a necrophidius's origins can command it, provided its original creator no longer exists and no one else currently commands it. There are also a number of reports concerning strangely aware and intelligent necrophidiuses that roam with a purpose and track down or hunt specific living creatures they interpret as the targets of former assassination missions. Recall Knowledge - Construct (Arcana, Crafting): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Necrophidius Source Bestiary 2 pg. 180 2.0 Perception +9; darkvision Languages Skills Acrobatics +9, Athletics +10, Stealth +9 Str +3 Dex +4 Con +0 Int -5 Wis +2 Cha -5 --- AC 19 Fort +7 Ref +11 Will +9 HP 50 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 5 --- Speed 25 feet Melee Single Action jaws +8 (Agile, Finesse), Damage 1d10+3 piercing plus necrophidic paralysis Dance of Death Three Actions (Enchantment, Mental, Occult, Visual) The necrophidius sways, its serpentine form undulating and clattering in a hypnotic rhythm. Each creature that witnesses the dance must attempt a DC 18 Will save. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Success The creature is unnerved by the swaying and becomes flat-footed until the end of the necrophidius's next turn. Failure The creature is distracted by the swaying, becoming stunned 1. After it recovers, it is flat-footed until the end of the necrophidius's next turn. Critical Failure As failure, but stunned 3. Necrophidic Paralysis (Incapacitation, Occult, Necromancy) A living creature bitten by a necrophidius must succeed at a DC 20 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 for each save attempted. A creature that succeeds at this save is temporarily immune to necrophidic paralysis for 24 hours. Other Necrophidiuses Ultimately, a necrophidius's abilities are the result of its creators' designs. Some have different immunities or have bites that deal poison, cold, or negative damage instead of inflicting paralysis. There are even rumors of soulbound necrophidiuses whose creators arranged for the soul of the skull's donor to empower the construct. These necrophidiuses are not only sentient but also have the facility to reason and even cast spells. ",
  87. "trait": [
  88. "Construct",
  89. "Mindless",
  90. "N",
  91. "Medium"
  92. ],
  93. "trait_markdown": "[Construct](/Traits.aspx?ID=35), [Mindless](/Traits.aspx?ID=108)",
  94. "trait_raw": [
  95. "Construct",
  96. "Mindless"
  97. ],
  98. "type": "Creature",
  99. "url": "/Monsters.aspx?ID=738",
  100. "vision": "Darkvision",
  101. "weakest_save": [
  102. "fort",
  103. "fortitude"
  104. ],
  105. "weakness": {
  106. "bludgeoning": 5
  107. },
  108. "weakness_markdown": "bludgeoning 5",
  109. "weakness_raw": "bludgeoning 5",
  110. "will_save": 9,
  111. "wisdom": 2
  112. }