Voidworm.json 13 KB

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  1. {
  2. "ac": 17,
  3. "alignment": "CN",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 1,
  7. "constitution": 0,
  8. "creature_ability": [
  9. "Entropy Sense",
  10. "Protean Anatomy",
  11. "Change Shape",
  12. "Confounding Lash"
  13. ],
  14. "creature_family": "Protean",
  15. "creature_family_markdown": "[Protean](/MonsterFamilies.aspx?ID=82)",
  16. "dexterity": 4,
  17. "exclude_from_search": false,
  18. "fortitude_save": 5,
  19. "hp": 16,
  20. "hp_raw": "16 ( fast healing 1)",
  21. "id": "creature-336",
  22. "image": [
  23. "/Images/Monsters/Protean_Voidworm.png"
  24. ],
  25. "intelligence": -1,
  26. "language": [
  27. "Abyssal",
  28. "Protean"
  29. ],
  30. "language_markdown": "[Abyssal](/Languages.aspx?ID=12), [Protean](/Languages.aspx?ID=33)",
  31. "level": 1,
  32. "markdown": "<title level=\"1\" pfs=\"Standard\">[Voidworm](/Monsters.aspx?ID=336)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nOther proteans don’t consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful side effect of the Maelstrom’s constantly churning energy. To call a voidworm a protean in the presence of a more powerful protean is as sure a way to instigate combat as any.\n\n Voidworms themselves have little interest in whether anyone sees them as proteans. They maintain a thriving ecology in the Maelstrom, frolicking in schools of up to 20 and playing in the chaos of constantly shifting realities. Elsewhere (such as on the Material Plane), voidworms are mesmerized by the principle of object permanence; many latch onto specific features of a region (such as a hillside or pond) and flit through the air around it for months or even years as they wait for the object of their curiosity to change. Minor changes— such as a tree’s change of color in the fall, a corpse’s slow decay, or periodic venting of steam from a geyser—all fascinate voidworms. A voidworm is about 2 feet long and weighs 2 pounds.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Monitor](/Rules.aspx?ID=563)**\r\n([Religion](/Skills.aspx?ID=13)): DC 15\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 13\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 10\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Protean_Voidworm.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 1\">[Voidworm](/Monsters.aspx?ID=336)</title>\r\n\r\n<traits>\r\n<trait label=\"CN\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Tiny\" />\r\n<trait label=\"Monitor\" url=\"/Traits.aspx?ID=111\" />\r\n<trait label=\"Protean\" url=\"/Traits.aspx?ID=231\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 266</row>\n\n**Perception** +4; entropy sense (imprecise) 30 feet, darkvision\r\n\r\n**Languages**\r\n[Abyssal](/Languages.aspx?ID=12), [Protean](/Languages.aspx?ID=33)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +7, [Deception](/Skills.aspx?ID=5) +6, [Religion](/Skills.aspx?ID=13) +4, [Stealth](/Skills.aspx?ID=15) +7\r\n\r\n<row gap=\"medium\">\r\n**Str** -1\r\n\r\n**Dex** +4\r\n\r\n**Con** +0\r\n\r\n**Int** -1\r\n\r\n**Wis** -1\r\n\r\n**Cha** +1\r\n</row>\r\n\r\n**Entropy Sense** ([divination](/Traits.aspx?ID=47), [divine](/Traits.aspx?ID=48), [prediction](/Traits.aspx?ID=132)) A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of [_nondetection_](/Spells.aspx?ID=209) or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 17 \r\n\r\n**Fort** +5 \r\n\r\n**Ref** +9 \r\n\r\n**Will** +6 \n\n</row>\r\n\r\n**HP** 16\r\n([fast healing](/MonsterAbilities.aspx?ID=15) 1)\n\n**Resistances**\r\nprecision 3, protean anatomy 5\n\n**Protean Anatomy** ([divine](/Traits.aspx?ID=48), [transmutation](/Traits.aspx?ID=157)) A voidworm’s vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.<br /> The voidworm is immune to polymorph effects unless it is a willing target. If blinded or deafened, the voidworm automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 20 feet, fly 40 feet; [_freedom of movement_](/Spells.aspx?ID=128)\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\njaws +9 ([Chaotic](/Traits.aspx?ID=25), [Finesse](/Traits.aspx?ID=179), [Magical](/Traits.aspx?ID=103)),\r\n**Damage** 1d8–1 piercing plus 1d4 chaotic\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\ntail +9 ([Chaotic](/Traits.aspx?ID=25), [Finesse](/Traits.aspx?ID=179), [Magical](/Traits.aspx?ID=103)),\r\n**Damage** 1d4–1 slashing plus 1d4 chaotic and confounding lash\r\n\r\n**Divine Innate Spells** DC 16\r\n- **Cantrips (4th)**\r\n[Dancing Lights](/Spells.aspx?ID=58), [Ghost Sound](/Spells.aspx?ID=132), [Prestidigitation](/Spells.aspx?ID=229)\r\n- **1st**\r\n[Detect Alignment](/Spells.aspx?ID=65) (at will; lawful only)\r\n- **2nd**\r\n[Blur](/Spells.aspx?ID=28) (self only), [Obscuring Mist](/Spells.aspx?ID=210)\r\n- **4th**\r\n[Read Omens](/Spells.aspx?ID=247)\r\n- **Constant (4th)**\r\n[Freedom of Movement](/Spells.aspx?ID=128)\r\n\r\n**[Change Shape](/MonsterAbilities.aspx?ID=8)** <actions string=\"Single Action\" /> ([Concentrate](/Traits.aspx?ID=32), [Divine](/Traits.aspx?ID=48), [Polymorph](/Traits.aspx?ID=127), [Transmutation](/Traits.aspx?ID=157)) The voidworm takes on the appearance of a Tiny animal. This doesn’t change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.\r\n\r\n**Confounding Lash** ([Divine](/Traits.aspx?ID=48), [Emotion](/Traits.aspx?ID=60), [Enchantment](/Traits.aspx?ID=61), [Mental](/Traits.aspx?ID=106)) A creature hit by the voidworm’s tail Strike is stupefied 1 for 1 round ([stupefied 2](/Conditions.aspx?ID=37) on a critical hit). A successful DC 16 Will save negates this effect and grants temporary immunity to confounding lash for 1 minute.\r\n\r\n</column>\n\n<document level=\"2\" id=\"creature-family-82\" />",
  33. "name": "Voidworm",
  34. "npc": false,
  35. "perception": 4,
  36. "pfs": "Standard",
  37. "rarity": "common",
  38. "reflex_save": 9,
  39. "release_date": "2019-08-01",
  40. "resistance": {
  41. "precision": 3
  42. },
  43. "resistance_markdown": "precision 3, protean anatomy 5",
  44. "resistance_raw": "precision 3, protean anatomy 5",
  45. "search_markdown": "<traits>\r\n<trait label=\"Monitor\" url=\"/Traits.aspx?ID=111\" />\r\n<trait label=\"Protean\" url=\"/Traits.aspx?ID=231\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 266</row>\r\n\r\n**Creature Family** [Protean](/MonsterFamilies.aspx?ID=82)\r\n\r\n<row gap=\"medium\">\r\n**HP** 16 ( fast healing 1)\r\n\r\n**AC** 17\r\n\r\n**Fort** +5\r\n\r\n**Ref** +9\r\n\r\n**Will** +6\r\n\r\n**Perception** +4\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOther proteans don’t consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful …\r\n</summary>",
  46. "sense": "entropy sense (imprecise) 30 feet, darkvision",
  47. "sense_markdown": "entropy sense (imprecise) 30 feet, darkvision",
  48. "size": [
  49. "Tiny"
  50. ],
  51. "skill": [
  52. "Acrobatics +7",
  53. "Deception +6",
  54. "Religion +4",
  55. "Stealth +7"
  56. ],
  57. "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +7, [Deception](/Skills.aspx?ID=5) +6, [Religion](/Skills.aspx?ID=13) +4, [Stealth](/Skills.aspx?ID=15) +7",
  58. "source": [
  59. "Bestiary"
  60. ],
  61. "source_raw": [
  62. "Bestiary pg. 266"
  63. ],
  64. "source_category": "Rulebooks",
  65. "source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 266</row>",
  66. "speed": {
  67. "fly": 40,
  68. "land": 20,
  69. "max": 40
  70. },
  71. "speed_markdown": "20 feet, fly 40 feet; [_freedom of movement_](/Spells.aspx?ID=128)",
  72. "speed_raw": "20 feet, fly 40 feet; freedom of movement ",
  73. "spell": [
  74. "Read Omens",
  75. "Blur",
  76. "Obscuring Mist",
  77. "Detect Alignment",
  78. "Dancing Lights",
  79. "Ghost Sound",
  80. "Prestidigitation",
  81. "Freedom of Movement"
  82. ],
  83. "spell_markdown": "[Blur](/Spells.aspx?ID=28), [Dancing Lights](/Spells.aspx?ID=58), [Detect Alignment](/Spells.aspx?ID=65), [Freedom of Movement](/Spells.aspx?ID=128), [Ghost Sound](/Spells.aspx?ID=132), [Obscuring Mist](/Spells.aspx?ID=210), [Prestidigitation](/Spells.aspx?ID=229), [Read Omens](/Spells.aspx?ID=247)",
  84. "stealth": "7",
  85. "strength": -1,
  86. "strongest_save": [
  87. "ref",
  88. "reflex"
  89. ],
  90. "summary": "Other proteans don’t consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful …",
  91. "summary_markdown": "Other proteans don’t consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful …",
  92. "text": " Voidworm Other proteans don’t consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful side effect of the Maelstrom’s constantly churning energy. To call a voidworm a protean in the presence of a more powerful protean is as sure a way to instigate combat as any. Voidworms themselves have little interest in whether anyone sees them as proteans. They maintain a thriving ecology in the Maelstrom, frolicking in schools of up to 20 and playing in the chaos of constantly shifting realities. Elsewhere (such as on the Material Plane), voidworms are mesmerized by the principle of object permanence; many latch onto specific features of a region (such as a hillside or pond) and flit through the air around it for months or even years as they wait for the object of their curiosity to change. Minor changes— such as a tree’s change of color in the fall, a corpse’s slow decay, or periodic venting of steam from a geyser—all fascinate voidworms. A voidworm is about 2 feet long and weighs 2 pounds. Recall Knowledge - Monitor (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Voidworm Source Bestiary pg. 266 Perception +4; entropy sense (imprecise) 30 feet, darkvision Languages Abyssal, Protean Skills Acrobatics +7, Deception +6, Religion +4, Stealth +7 Str -1 Dex +4 Con +0 Int -1 Wis -1 Cha +1 Entropy Sense (divination, divine, prediction) A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense. --- AC 17 Fort +5 Ref +9 Will +6 HP 16 (fast healing 1) Resistances precision 3, protean anatomy 5 Protean Anatomy (divine, transmutation) A voidworm’s vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The voidworm is immune to polymorph effects unless it is a willing target. If blinded or deafened, the voidworm automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. --- Speed 20 feet, fly 40 feet; freedom of movement Melee Single Action jaws +9 (Chaotic, Finesse, Magical), Damage 1d8–1 piercing plus 1d4 chaotic Melee Single Action tail +9 (Chaotic, Finesse, Magical), Damage 1d4–1 slashing plus 1d4 chaotic and confounding lash Divine Innate Spells DC 16 - Cantrips (4th) Dancing Lights, Ghost Sound, Prestidigitation - 1st Detect Alignment (at will; lawful only) - 2nd Blur (self only), Obscuring Mist - 4th Read Omens - Constant (4th) Freedom of Movement Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The voidworm takes on the appearance of a Tiny animal. This doesn’t change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. Confounding Lash (Divine, Emotion, Enchantment, Mental) A creature hit by the voidworm’s tail Strike is stupefied 1 for 1 round (stupefied 2 on a critical hit). A successful DC 16 Will save negates this effect and grants temporary immunity to confounding lash for 1 minute. ",
  93. "trait": [
  94. "Monitor",
  95. "Protean",
  96. "CN",
  97. "Tiny"
  98. ],
  99. "trait_markdown": "[Monitor](/Traits.aspx?ID=111), [Protean](/Traits.aspx?ID=231)",
  100. "trait_raw": [
  101. "Monitor",
  102. "Protean"
  103. ],
  104. "type": "Creature",
  105. "url": "/Monsters.aspx?ID=336",
  106. "vision": "Darkvision",
  107. "weakest_save": [
  108. "fort",
  109. "fortitude"
  110. ],
  111. "weakness": {},
  112. "will_save": 6,
  113. "wisdom": -1
  114. }