| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192 |
- {
- "ac": 22,
- "alignment": "CN",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": -2,
- "constitution": 4,
- "creature_ability": [
- "Gaping Chomp",
- "Shimmer Step"
- ],
- "creature_family_markdown": "",
- "dexterity": 2,
- "exclude_from_search": false,
- "fortitude_save": 16,
- "hp": 120,
- "hp_raw": "120",
- "id": "creature-2081",
- "image": [
- "/Images/Monsters/Shimmernewt.png"
- ],
- "intelligence": -4,
- "language_markdown": "",
- "level": 6,
- "markdown": "<title level=\"1\" pfs=\"\">[Shimmernewt](/Monsters.aspx?ID=2081)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nNative to the coastal provinces of eastern Holomog, these strange amphibians have frilled, iridescent gills that appear asymmetrically on either side of their bodies. Random arrays of spots, stripes, and other patterns decorate their flanks, and it's said no two shimmernewts have the same coloration. Originally, shimmernewts were ordinary (if oversized) amphibians, living their lives between brackish coastal lakes or tidal pools and the steamy jungles nearby. Over time, the ambient chaotic energies flowing through Holomog magically altered their evolution. The shimmernewts of today barely resemble their ancestors.\n\n Their inherent chaotic nature has resulted in shimmernewts operating on different cycles from one another. Some are diurnal, some are nocturnal, but most are crepuscular. Shimmernewts that live close to peaceful humanoid settlements are often docile, but wild populations, whether deep in the jungle or in proximity to more violent settlements, can be quite aggressive. When provoked, all shimmernewts can inflate their gills in impressive displays to appear more attractive to mates or more intimidating to rivals. The capricious amphibians lack any natural predators, and conservation-minded locals are trying to prevent them from migrating further inland.\n\n Some underground rings host shimmernewt fights, an unsavory form of entertainment made alluring by lucrative betting. Strolling down the docks of any port town in Holomog for a few minutes provokes whispered invitations to these fights. Though many locals decry these fights as inhumane, each time a ring is shut down, another group pops up sooner or later.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Beast](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Nature](/Skills.aspx?ID=10)): DC 27\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 25\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 22\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Shimmernewt.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 6\">[Shimmernewt](/Monsters.aspx?ID=2081)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"CN\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Amphibious\" url=\"/Traits.aspx?ID=207\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 85</row>\n\n**Perception** +14; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\n\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +12, [Athletics](/Skills.aspx?ID=3) +15\r\n\r\n<row gap=\"medium\">\r\n**Str** +5\r\n\r\n**Dex** +2\r\n\r\n**Con** +4\r\n\r\n**Int** -4\r\n\r\n**Wis** +0\r\n\r\n**Cha** -2\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** 22 \r\n\r\n**Fort** +16 \r\n\r\n**Ref** +14 \r\n\r\n**Will** +12 \n\n</row>\r\n\r\n**HP** 120\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet, swim 35 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\njaws +17,\r\n**Damage** 2d10+8 piercing plus [Grab](/MonsterAbilities.aspx?ID=18)\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\ntail +17 ([reach 10 feet](/Traits.aspx?ID=192)),\r\n**Damage** 2d8+8 bludgeoning plus [Trip](/Actions.aspx?ID=40)\n\n**Gaping Chomp** <actions string=\"Single Action\" /> The shimmernewt chews on a creature that it has grabbed or restrained. The target creature must attempt a DC 24 Fortitude save. <br />**Critical Success** The creature takes no damage. <br />**Success** The creature takes 1d10 piercing damage. <br />**Failure** The creature takes 2d10 piercing damage and 1d6 [persistent bleed damage](/Conditions.aspx?ID=29). <br />**Critical Failure** The creature takes 4d10 piercing damage, 1d6 persistent bleed damage, and is [sickened 2](/Conditions.aspx?ID=34) by the pain of the chomp.\r\n\r\n**Shimmer Step** <actions string=\"Two Actions\" /> ([Conjuration](/Traits.aspx?ID=33), [Primal](/Traits.aspx?ID=134), [Teleportation](/Traits.aspx?ID=156)) The shimmernewt surges forward so quickly it slips through space, teleporting to a target for an unexpected attack. The shimmernewt teleports to an empty space adjacent to a creature it can see within 60 feet, then attempts a jaws Strike against the creature. The target creature is [flat-footed](/Conditions.aspx?ID=16) against this Strike.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_4_RelatedCreatures.png\">Mutant Shimmernewts</title>\r\n\r\nThe chaotic energies that have infused the shimmernewt can sometimes manifest in dramatic ways. These shimmernewts gain the [mutant](/Traits.aspx?ID=229) trait and the [elite adjustment](/Rules.aspx?ID=790) to their statistics and typically have an additional magical ability or defense, such as resistance 5 to two energy damage types, a fly Speed of 40 feet, or the ability to spit blobs of fire or acid.\r\n</aside>",
- "name": "Shimmernewt",
- "npc": false,
- "perception": 14,
- "rarity": "rare",
- "reflex_save": 14,
- "release_date": "2022-09-21",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Amphibious\" url=\"/Traits.aspx?ID=207\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 85</row>\n\n<row gap=\"medium\">\r\n**HP** 120\r\n\r\n**AC** 22\r\n\r\n**Fort** +16\r\n\r\n**Ref** +14\r\n\r\n**Will** +12\r\n\r\n**Perception** +14\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNative to the coastal provinces of eastern Holomog, these strange amphibians have frilled, iridescent gills that appear asymmetrically on either side …\r\n</summary>",
- "sense": " darkvision ",
- "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
- "size": [
- "Medium"
- ],
- "skill": [
- "Acrobatics +12",
- "Athletics +15"
- ],
- "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +12, [Athletics](/Skills.aspx?ID=3) +15",
- "source": [
- "Pathfinder #183: Field of Maidens"
- ],
- "source_raw": [
- "Pathfinder #183: Field of Maidens pg. 85"
- ],
- "source_category": "Adventure Paths",
- "source_group": "Blood Lords",
- "source_markdown": "<row gap=\"tiny\">[Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 85</row>",
- "speed": {
- "land": 25,
- "max": 35,
- "swim": 35
- },
- "speed_markdown": "25 feet, swim 35 feet",
- "speed_raw": "25 feet, swim 35 feet",
- "spell_markdown": "",
- "spoilers": "Blood Lords",
- "strength": 5,
- "strongest_save": [
- "fort",
- "fortitude"
- ],
- "summary": "Native to the coastal provinces of eastern Holomog, these strange amphibians have frilled, iridescent gills that appear asymmetrically on either side …",
- "summary_markdown": "Native to the coastal provinces of eastern Holomog, these strange amphibians have frilled, iridescent gills that appear asymmetrically on either side …",
- "text": " Shimmernewt Native to the coastal provinces of eastern Holomog, these strange amphibians have frilled, iridescent gills that appear asymmetrically on either side of their bodies. Random arrays of spots, stripes, and other patterns decorate their flanks, and it's said no two shimmernewts have the same coloration. Originally, shimmernewts were ordinary (if oversized) amphibians, living their lives between brackish coastal lakes or tidal pools and the steamy jungles nearby. Over time, the ambient chaotic energies flowing through Holomog magically altered their evolution. The shimmernewts of today barely resemble their ancestors. Their inherent chaotic nature has resulted in shimmernewts operating on different cycles from one another. Some are diurnal, some are nocturnal, but most are crepuscular. Shimmernewts that live close to peaceful humanoid settlements are often docile, but wild populations, whether deep in the jungle or in proximity to more violent settlements, can be quite aggressive. When provoked, all shimmernewts can inflate their gills in impressive displays to appear more attractive to mates or more intimidating to rivals. The capricious amphibians lack any natural predators, and conservation-minded locals are trying to prevent them from migrating further inland. Some underground rings host shimmernewt fights, an unsavory form of entertainment made alluring by lucrative betting. Strolling down the docks of any port town in Holomog for a few minutes provokes whispered invitations to these fights. Though many locals decry these fights as inhumane, each time a ring is shut down, another group pops up sooner or later. Recall Knowledge - Beast (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Shimmernewt Source Pathfinder #183: Field of Maidens pg. 85 Perception +14; darkvision Languages Skills Acrobatics +12, Athletics +15 Str +5 Dex +2 Con +4 Int -4 Wis +0 Cha -2 --- AC 22 Fort +16 Ref +14 Will +12 HP 120 --- Speed 25 feet, swim 35 feet Melee Single Action jaws +17, Damage 2d10+8 piercing plus Grab Melee Single Action tail +17 (reach 10 feet), Damage 2d8+8 bludgeoning plus Trip Gaping Chomp Single Action The shimmernewt chews on a creature that it has grabbed or restrained. The target creature must attempt a DC 24 Fortitude save. Critical Success The creature takes no damage. Success The creature takes 1d10 piercing damage. Failure The creature takes 2d10 piercing damage and 1d6 persistent bleed damage. Critical Failure The creature takes 4d10 piercing damage, 1d6 persistent bleed damage, and is sickened 2 by the pain of the chomp. Shimmer Step Two Actions (Conjuration, Primal, Teleportation) The shimmernewt surges forward so quickly it slips through space, teleporting to a target for an unexpected attack. The shimmernewt teleports to an empty space adjacent to a creature it can see within 60 feet, then attempts a jaws Strike against the creature. The target creature is flat-footed against this Strike. Mutant Shimmernewts The chaotic energies that have infused the shimmernewt can sometimes manifest in dramatic ways. These shimmernewts gain the mutant trait and the elite adjustment to their statistics and typically have an additional magical ability or defense, such as resistance 5 to two energy damage types, a fly Speed of 40 feet, or the ability to spit blobs of fire or acid. ",
- "trait": [
- "Amphibious",
- "Beast",
- "Rare",
- "CN",
- "Medium"
- ],
- "trait_markdown": "[Amphibious](/Traits.aspx?ID=207), [Beast](/Traits.aspx?ID=20), [Rare](/Traits.aspx?ID=137)",
- "trait_raw": [
- "Amphibious",
- "Beast",
- "Rare"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=2081",
- "vision": "Darkvision",
- "weakest_save": [
- "will"
- ],
- "weakness": {},
- "will_save": 12,
- "wisdom": 0
- }
|