Stone Lion Cub.json 12 KB

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  1. {
  2. "ac": 18,
  3. "alignment": "NG",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 0,
  7. "constitution": 0,
  8. "creature_ability": [
  9. "Anchored Soul",
  10. "Bonded Vessel",
  11. "Reconstitution",
  12. "Inhabit Vessel",
  13. "Spirit Body"
  14. ],
  15. "creature_family": "Guardian Beast",
  16. "creature_family_markdown": "[Guardian Beast](/MonsterFamilies.aspx?ID=241)",
  17. "dexterity": 3,
  18. "exclude_from_search": false,
  19. "fortitude_save": 6,
  20. "hp": 28,
  21. "hp_raw": "28",
  22. "id": "creature-1182",
  23. "image": [
  24. "/Images/Monsters/GuardianBeast_LionCub.png"
  25. ],
  26. "immunity": [
  27. "disease",
  28. "paralyzed",
  29. "petrified",
  30. "poison"
  31. ],
  32. "immunity_markdown": "[disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [petrified](/Conditions.aspx?ID=30), [poison](/Traits.aspx?ID=126)",
  33. "intelligence": 1,
  34. "language": [
  35. "Celestial",
  36. "Common",
  37. "<%UMR%37%%>telepathy<%END> 60 feet"
  38. ],
  39. "language_markdown": "[Celestial](/Languages.aspx?ID=16), [Common](/Languages.aspx?ID=1); [telepathy](/MonsterAbilities.aspx?ID=37) 60 feet",
  40. "level": 2,
  41. "markdown": "<title level=\"1\" pfs=\"Standard\">[Stone Lion Cub](/Monsters.aspx?ID=1182)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nStone lion cubs are curious, playful, and occasionally accidental mischief makers. Despite their still developing abilities, they eagerly hone their skills with make-believe missions. Many hope that they'll one day become responsible guardians like their parents.\n\n Smaller in stature and ferocity, stone lion cubs sometimes try to guard places of smaller importance, often including facsimiles of the same kinds of structures their parents attend. They're less than dependable as guardians, as they have the attention span and rambunctious nature of children. Their parents often need to call them to heel, ordering them to stay at the parent's side as parent and child both stay motionless for the rising day.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Celestial](/Rules.aspx?ID=563)**\r\n([Religion](/Skills.aspx?ID=13)): 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/GuardianBeast_LionCub.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 2\">[Stone Lion Cub](/Monsters.aspx?ID=1182)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"NG\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Celestial\" url=\"/Traits.aspx?ID=23\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 124</row>\n\n**Perception** +10; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\r\n[Celestial](/Languages.aspx?ID=16), [Common](/Languages.aspx?ID=1); [telepathy](/MonsterAbilities.aspx?ID=37) 60 feet\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +7, [Athletics](/Skills.aspx?ID=3) +7, [Meteorology Lore](/Skills.aspx?ID=8) +7, [Religion](/Skills.aspx?ID=13) +8\r\n\r\n<row gap=\"medium\">\r\n**Str** +3\r\n\r\n**Dex** +3\r\n\r\n**Con** +0\r\n\r\n**Int** +1\r\n\r\n**Wis** +4\r\n\r\n**Cha** +0\r\n</row>\r\n\r\n**Anchored Soul** The cub is mystically bonded to its bonded vessel and must remain within 1 mile of it. Some might be further restricted to the location it guards.\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 18 \r\n\r\n**Fort** +6 \r\n\r\n**Ref** +7 \r\n\r\n**Will** +10 \r\n\r\n+1 status to all saves vs. evil\r\n</row>\r\n\r\n**HP** 28\n\n**Immunities**\r\n[disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [petrified](/Conditions.aspx?ID=30), [poison](/Traits.aspx?ID=126)\n\n**Bonded Vessel** The condition of a stone cub's vessel dictates the cub's maximum Hit Point value. Undamaged, the vessel is an object with 28 Hit Points (BT 14). When the cub is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the cub. When the cub Inhabits its Vessel, they're a single target, and damage reduces the Hit Points of both the cub and the vessel. If the vessel is [broken](/Conditions.aspx?ID=2), the cub can still fight normally while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the cub is instantly slain and can't reconstitute.<br />**Reconstitution** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) When the cub reaches 0 Hit Points, its spirit dissipates. If its bonded vessel is intact, the cub re-forms in this vessel after 2d4 days, fully healed. If the vessel is [broken](/Conditions.aspx?ID=2), it must first be [Repaired](/Actions.aspx?ID=42), after which the cub reforms in 3d4 days.\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** fly 25 feet\n\n**Divine Innate Spells** DC 17\r\n- **1st**\r\n[Detect Alignment](/Spells.aspx?ID=65) (at will; evil only)\r\n\r\n**Inhabit Vessel** <actions string=\"Two Actions\" /> ([Manipulate](/Traits.aspx?ID=104)) \r\nThe cub touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by spending a single action, which has the [concentrate](/Traits.aspx?ID=32) trait. While Inhabiting the Vessel, it loses its fly Speed and gains **Immunities** [healing](/Traits.aspx?ID=89), [nonlethal](/Traits.aspx?ID=188); **Resistances** physical 3 (except bludgeoning); **Speed** 20 feet; and the following Strike.\n<ul><li>**Melee** <actions string=\"Single Action\" /> jaws +10 ([agile](/Traits.aspx?ID=170)), **Damage** 1d6+5 bludgeoning plus [Grab](/MonsterAbilities.aspx?ID=18)</li></ul>\r\n\r\n**Spirit Body** When not Inhabiting its Vessel, the cub is [incorporeal](/Traits.aspx?ID=222) and gains resistance 3 to all damage (except [force](/Traits.aspx?ID=75) damage and damage from Strikes with the [_ghost touch_](/Equipment.aspx?ID=297) property rune; double resistance against non-magical).\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Bleeding Omen</title>\r\n\r\nLegends say that stone lions can predict incoming storms or floods. If a stone lion's eyes, nose, or ears bleed, preparations should be made. Lone survivors of these disasters claim those who disparage such omens as superstition often don't live to see the next dawn.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"creature-family-241\" />",
  42. "name": "Stone Lion Cub",
  43. "npc": false,
  44. "perception": 10,
  45. "pfs": "Standard",
  46. "rarity": "uncommon",
  47. "reflex_save": 7,
  48. "release_date": "2021-04-07",
  49. "resistance": {},
  50. "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Celestial\" url=\"/Traits.aspx?ID=23\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 124</row>\r\n\r\n**Creature Family** [Guardian Beast](/MonsterFamilies.aspx?ID=241)\r\n\r\n<row gap=\"medium\">\r\n**HP** 28\r\n\r\n**AC** 18\r\n\r\n**Fort** +6\r\n\r\n**Ref** +7\r\n\r\n**Will** +10\r\n\r\n**Perception** +10\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nStone lion cubs are curious, playful, and occasionally accidental mischief makers. Despite their still developing abilities, they eagerly hone their …\r\n</summary>",
  51. "sense": " darkvision ",
  52. "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
  53. "size": [
  54. "Medium"
  55. ],
  56. "skill": [
  57. "Acrobatics +7",
  58. "Athletics +7",
  59. "Meteorology Lore +7",
  60. "Religion +8"
  61. ],
  62. "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +7, [Athletics](/Skills.aspx?ID=3) +7, [Meteorology Lore](/Skills.aspx?ID=8) +7, [Religion](/Skills.aspx?ID=13) +8",
  63. "source": [
  64. "Bestiary 3"
  65. ],
  66. "source_raw": [
  67. "Bestiary 3 pg. 124"
  68. ],
  69. "source_category": "Rulebooks",
  70. "source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 124</row>",
  71. "speed": {
  72. "fly": 25,
  73. "max": 25
  74. },
  75. "speed_markdown": "fly 25 feet",
  76. "speed_raw": "fly 25 feet",
  77. "spell": [
  78. "Detect Alignment"
  79. ],
  80. "spell_markdown": "[Detect Alignment](/Spells.aspx?ID=65)",
  81. "strength": 3,
  82. "strongest_save": [
  83. "will"
  84. ],
  85. "summary": "Stone lion cubs are curious, playful, and occasionally accidental mischief makers. Despite their still developing abilities, they eagerly hone their …",
  86. "summary_markdown": "Stone lion cubs are curious, playful, and occasionally accidental mischief makers. Despite their still developing abilities, they eagerly hone their …",
  87. "text": " Stone Lion Cub Stone lion cubs are curious, playful, and occasionally accidental mischief makers. Despite their still developing abilities, they eagerly hone their skills with make-believe missions. Many hope that they'll one day become responsible guardians like their parents. Smaller in stature and ferocity, stone lion cubs sometimes try to guard places of smaller importance, often including facsimiles of the same kinds of structures their parents attend. They're less than dependable as guardians, as they have the attention span and rambunctious nature of children. Their parents often need to call them to heel, ordering them to stay at the parent's side as parent and child both stay motionless for the rising day. Recall Knowledge - Celestial (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Stone Lion Cub Source Bestiary 3 pg. 124 Perception +10; darkvision Languages Celestial, Common; telepathy 60 feet Skills Acrobatics +7, Athletics +7, Meteorology Lore +7, Religion +8 Str +3 Dex +3 Con +0 Int +1 Wis +4 Cha +0 Anchored Soul The cub is mystically bonded to its bonded vessel and must remain within 1 mile of it. Some might be further restricted to the location it guards. --- AC 18 Fort +6 Ref +7 Will +10 +1 status to all saves vs. evil HP 28 Immunities disease, paralyzed, petrified, poison Bonded Vessel The condition of a stone cub's vessel dictates the cub's maximum Hit Point value. Undamaged, the vessel is an object with 28 Hit Points (BT 14). When the cub is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the cub. When the cub Inhabits its Vessel, they're a single target, and damage reduces the Hit Points of both the cub and the vessel. If the vessel is broken, the cub can still fight normally while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the cub is instantly slain and can't reconstitute. Reconstitution (divine, necromancy) When the cub reaches 0 Hit Points, its spirit dissipates. If its bonded vessel is intact, the cub re-forms in this vessel after 2d4 days, fully healed. If the vessel is broken, it must first be Repaired, after which the cub reforms in 3d4 days. --- Speed fly 25 feet Divine Innate Spells DC 17 - 1st Detect Alignment (at will; evil only) Inhabit Vessel Two Actions (Manipulate) The cub touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by spending a single action, which has the concentrate trait. While Inhabiting the Vessel, it loses its fly Speed and gains Immunities healing, nonlethal; Resistances physical 3 (except bludgeoning); Speed 20 feet; and the following Strike. Melee Single Action jaws +10 (agile), Damage 1d6+5 bludgeoning plus Grab Spirit Body When not Inhabiting its Vessel, the cub is incorporeal and gains resistance 3 to all damage (except force damage and damage from Strikes with the ghost touch property rune; double resistance against non-magical). Bleeding Omen Legends say that stone lions can predict incoming storms or floods. If a stone lion's eyes, nose, or ears bleed, preparations should be made. Lone survivors of these disasters claim those who disparage such omens as superstition often don't live to see the next dawn. ",
  88. "trait": [
  89. "Celestial",
  90. "Uncommon",
  91. "NG",
  92. "Medium"
  93. ],
  94. "trait_markdown": "[Celestial](/Traits.aspx?ID=23), [Uncommon](/Traits.aspx?ID=159)",
  95. "trait_raw": [
  96. "Celestial",
  97. "Uncommon"
  98. ],
  99. "type": "Creature",
  100. "url": "/Monsters.aspx?ID=1182",
  101. "vision": "Darkvision",
  102. "weakest_save": [
  103. "fort",
  104. "fortitude"
  105. ],
  106. "weakness": {},
  107. "will_save": 10,
  108. "wisdom": 4
  109. }