<?xml version="1.0" encoding="iso-8859-1"?>
<root version="3.3" release="8|CoreRPG:3">
	<background>
		<category name="" baseicon="0" decalicon="0">
			<id-00001>
				<equipment type="string">Herbalism Kit, winter blanket, a notebook full of herbal remedies and favorite prayers, cooking pots, set of common clothes, and a pouch containing 5gp.</equipment>
				<features>
					<id-00001>
						<locked type="number">1</locked>
						<name type="string">Feed the Many</name>
						<text type="formattedtext">
							<p>When you cook a meal, you may use herbs, meat off-cuts and other daily gathered ingredients to increase the number of portions of food you can prepare to double. Thus you are able to provide sustenance for twice the number of people as you have cooked food portions for.</p>
						</text>
					</id-00001>
				</features>
				<locked type="number">1</locked>
				<name type="string">Almsgiver</name>
				<skill type="string">Insight, Religion</skill>
				<text type="formattedtext">
					<p>Almsgivers, as one would expect, come in many different flavors; yet they all find themselves dedicating their lives to philanthropic ventures or making charitable donations to the needy through their talents, money or time - wherever they are found. Some almsgivers study to eventually become healers or priests, others join or use their families wealth to fund organizations which are able to cross borders. There is also a rare sub-class of these dedicated humanitarians who take up arms against those who ashamedly take advantage of the poor. It is a natural step up from charity worker to adventurer, as the poor, the needy and the hungry are never far from sight.</p>
					<h>Proficiencies</h>
					<p><b>Skill: </b>Insight, Religion</p>
					<p><b>Tools: </b>Herbalism Kit</p>
					<p><b>Equipment: </b>Herbalism Kit, winter blanket, a notebook full of herbal remedies and favorite prayers, cooking pots, set of common clothes, and a pouch containing 5gp.</p>
					<h>Life of Charity</h>
					<p>Why did you take the life of an almsgiver and charity worker? Did you come from a religious background? Were you once rich yourself? Did your compassion for all creatures offer you no alternative, but to become part of an altruist organization which could reach across the borders of neighboring communities and kingdoms? Discuss with your DM to determine the reason for your charity work, or you can roll on the table below to determine how your altruism manifested itself.</p>
					<linklist>
						<link class="table" recordname="tables.id-00002"><b>Table: </b></link>Life of Charity</linklist>
					<h>Features</h>
					<linklist>
						<link class="reference_backgroundfeature" recordname="..features.id-00001"><b>Feature: </b></link>Feed the Many</linklist>
					<h>Suggested Characteristics</h>
					<p>Almsgivers are naturally empathic towards those in need. They feel the pain of others intimately, so much so that they can go to great lengths to alleviate it. They very often have a gathering of like-minded comrades or cohorts who they readily turn to for help. They are also very well respected, or even loved in certain towns, groups or factions. In their never-ending desire to unburden the suffering of others, not every almsgiver remains on the side of the law though; using their knowledge, connections and friends to help steal from the most fortunate in society, to give to the poor. However, one thing is for certain, almsgivers have a higher sense of purpose than most, with many of them finding solace in religion.</p>
					<linklist>
						<link class="table" recordname="tables.id-00003"><b>Table: </b></link>Almsgiver Personality Trait</linklist>
						<link class="table" recordname="tables.id-00004"><b>Table: </b></link>Almsgiver Ideal
						<link class="table" recordname="tables.id-00005"><b>Table: </b></link>Almsgiver Bond
						<link class="table" recordname="tables.id-00006"><b>Table: </b></link>Almsgiver Flaw
				</text>
				<tool type="string">Herbalism Kit</tool>
			</id-00001>
			<id-00003>
				<equipment type="string">Herbalism kit, a healer&#146;s kit, a small knife, a set of common clothes, and a belt pouch containing 15gp.</equipment>
				<features>
					<id-00001>
						<locked type="number">1</locked>
						<name type="string">Medical Experience</name>
						<text type="formattedtext">
							<p>You can identify wounds, illnesses, infections and other ailments with inspection and know how to fix them. In addition, you know the properties of many herbs and where you can acquire them.</p>
						</text>
					</id-00001>
				</features>
				<locked type="number">1</locked>
				<name type="string">Healer</name>
				<skill type="string">Medicine, Investigation</skill>
				<text type="formattedtext">
					<p>You work to heal people of all types of ailments, from plagues to broken bones, to sprains and stab wounds. You studied the arts of healing from books or from watching others, and you have done much practical work. Many are better off for the remedies you have administered. You may have worked as part of an organization, devising medicines as a group, or as an individual, healing who you saw fit.</p>
					<h>Proficiencies</h>
					<p><b>Skill: </b>Medicine, Investigation</p>
					<p><b>Tools: </b>Herbalism kit, weaver&#146;s tools</p>
					<p><b>Equipment: </b>Herbalism kit, a healer&#146;s kit, a small knife, a set of common clothes, and a belt pouch containing 15gp.</p>
					<h>Healing Speciality</h>
					<p>Though healers help many people, all have one service that they perform in particular or one group of people that they work with most often. An event such as a plague, natural disaster, or war could also influence what services you performed most regularly. Choose the service you most commonly administered, or roll on the table below:</p>
					<linklist>
						<link class="table" recordname="tables.id-00007"><b>Table: </b></link>Healing Speciality</linklist>
					<h>Features</h>
					<linklist>
						<link class="reference_backgroundfeature" recordname="..features.id-00001"><b>Feature: </b></link>Medical Experience</linklist>
					<h>Suggested Characteristics</h>
					<p>A healer is efficient and caring, able to set their mind to a task and to act with empathy. They are well-used to death, yet feel obliged to prevent it. Their care for others is a key aspect of their personalities, though it can often be a downfall.</p>
					<linklist>
						<link class="table" recordname="tables.id-00008"><b>Table: </b></link>Healer Personality Trait</linklist>
						<link class="table" recordname="tables.id-00009"><b>Table: </b></link>Healer Ideal
						<link class="table" recordname="tables.id-00010"><b>Table: </b></link>Healer Bond
						<link class="table" recordname="tables.id-00011"><b>Table: </b></link>Healer Flaw
				</text>
				<tool type="string">Herbalism kit, weaver&#146;s tools</tool>
			</id-00003>
		</category>
	</background>
	<class>
		<category name="" baseicon="0" decalicon="0">
			<id-00001>
				<abilities>
					<oathofdevotion>
						<level type="number">1</level>
						<locked type="number">1</locked>
						<name type="string">Oath of the Hospitaler</name>
						<text type="formattedtext">
							<linklist>
								<link class="imagewindow" recordname="image.id-00001">Image: Oath of the Hospitaler</link>
							</linklist>
							<h>Features</h>
							<linklist>
								<link class="reference_classfeature" recordname="....features.tenetsofdevotion3">Tenets of Hospitaler</link>
								<link class="reference_classfeature" recordname="....features.oathspells_devotion_3">Oath Spells (Hosptialer)</link>
								<link class="reference_classfeature" recordname="....features.channeldivinity_devotion_3">Channel Divinity (Hospitaler)</link>
								<link class="reference_classfeature" recordname="....features.auraofdevotion7">Aura of Care</link>
								<link class="reference_classfeature" recordname="....features.purityofspirit15">Rejuvenating Hands</link>
								<link class="reference_classfeature" recordname="....features.holynimbus20">Knight Protector</link>
							</linklist>
						</text>
					</oathofdevotion>
				</abilities>
				<equipment>
					<standard>
						<group type="string">standard</group>
					</standard>
				</equipment>
				<features>
					<abilityscoreimprovement12>
						<level type="number">12</level>
						<locked type="number">1</locked>
						<name type="string">Ability Score Improvement</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p>
						</text>
					</abilityscoreimprovement12>
					<abilityscoreimprovement16>
						<level type="number">16</level>
						<locked type="number">1</locked>
						<name type="string">Ability Score Improvement</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p>
						</text>
					</abilityscoreimprovement16>
					<abilityscoreimprovement19>
						<level type="number">19</level>
						<locked type="number">1</locked>
						<name type="string">Ability Score Improvement</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p>
						</text>
					</abilityscoreimprovement19>
					<abilityscoreimprovement4>
						<level type="number">4</level>
						<locked type="number">1</locked>
						<name type="string">Ability Score Improvement</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p>
						</text>
					</abilityscoreimprovement4>
					<abilityscoreimprovement8>
						<level type="number">8</level>
						<name type="string">Ability Score Improvement</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p>
						</text>
					</abilityscoreimprovement8>
					<auraofcourage10>
						<level type="number">10</level>
						<locked type="number">1</locked>
						<name type="string">Aura of Courage</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.</p>
							<p>At 18th level, the range of this aura increases to 30 feet.</p>
						</text>
					</auraofcourage10>
					<auraofcourage18>
						<level type="number">18</level>
						<locked type="number">1</locked>
						<name type="string">Aura of Courage</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.</p>
							<p>At 18th level, the range of this aura increases to 30 feet.</p>
						</text>
					</auraofcourage18>
					<auraofdevotion18>
						<level type="number">18</level>
						<locked type="number">1</locked>
						<name type="string">Aura of Care</name>
						<specialization type="string">Oath of the Hospitaler</specialization>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to poison and necrotic damage, and treat any effects of exhaustion as 1 lower (a 7th level still causes death). At 18th level, the range of this aura increases to 30 feet.</p>
						</text>
					</auraofdevotion18>
					<auraofdevotion7>
						<level type="number">7</level>
						<locked type="number">1</locked>
						<name type="string">Aura of Care</name>
						<specialization type="string">Oath of the Hospitaler</specialization>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to poison and necrotic damage, and treat any effects of exhaustion as 1 lower (a 7th level still causes death). At 18th level, the range of this aura increases to 30 feet.</p>
						</text>
					</auraofdevotion7>
					<auraofprotection18>
						<level type="number">18</level>
						<locked type="number">1</locked>
						<name type="string">Aura of Protection</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.</p>
							<p>At 18th level, the range of this aura increases to 30 feet.</p>
						</text>
					</auraofprotection18>
					<auraofprotection6>
						<level type="number">6</level>
						<locked type="number">1</locked>
						<name type="string">Aura of Protection</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.</p>
							<p>At 18th level, the range of this aura increases to 30 feet.</p>
						</text>
					</auraofprotection6>
					<channeldivinity_devotion_3>
						<level type="number">3</level>
						<locked type="number">1</locked>
						<name type="string">Channel Divinity (Hospitaler)</name>
						<specialization type="string">Oath of the Hospitaler</specialization>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>When you take this oath at 3rd level, you gain the following channel divinity options:</p>
							<p><b>Invigorating Strike. </b>As an action, you can imbue your strikes with positive energy that heals you and your allies, using your Channel Divinity. For one minute, your melee attacks are considered to be magical and whenever you hit an enemy with a melee attack, you or an ally within 60 feet of you regains hit points equal to 1d6 + your Charisma modifier.</p>
							<p><b>Shield the Weak. </b>As an action, you can swear a magical vow to protect an injured ally, using your Channel Divinity. Choose a creature other than yourself that has less than their maximum hit point total. For one minute, any hostile creature within 60 feet that can see or hear you has disadvantage on all attack rolls against that target, and the target has advantage on all saving throws against spells and abilities originating from those creatures. This effect ends if the target is restored to full hit points or if you can no longer perceive any creatures that are hostile to the target.</p>
						</text>
					</channeldivinity_devotion_3>
					<cleansingtouch14>
						<level type="number">14</level>
						<locked type="number">1</locked>
						<name type="string">Cleansing Touch</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.</p>
							<p>You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.</p>
						</text>
					</cleansingtouch14>
					<divinehealth3>
						<level type="number">3</level>
						<locked type="number">1</locked>
						<name type="string">Divine Health</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>By 3rd level, the divine magic flowing through you makes you immune to disease.</p>
						</text>
					</divinehealth3>
					<divinesense1>
						<level type="number">1</level>
						<locked type="number">1</locked>
						<name type="string">Divine Sense</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).</p>
							<p>Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.</p>
							<p>You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.</p>
						</text>
					</divinesense1>
					<divinesmite2>
						<level type="number">2</level>
						<locked type="number">1</locked>
						<name type="string">Divine Smite</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.</p>
						</text>
					</divinesmite2>
					<extraattack5>
						<level type="number">5</level>
						<locked type="number">1</locked>
						<name type="string">Extra Attack</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p>
						</text>
					</extraattack5>
					<fightingstyle2>
						<level type="number">2</level>
						<locked type="number">1</locked>
						<name type="string">Fighting Style</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.</p>
							<p><b>Defense</b></p>
							<p>While you are wearing armor, you gain a +1 bonus to AC.</p>
							<p><b>Dueling</b></p>
							<p>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</p>
							<p><b>Great Weapon Fighting</b></p>
							<p>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.</p>
							<p><b>Protection</b></p>
							<p>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p>
						</text>
					</fightingstyle2>
					<holynimbus20>
						<level type="number">20</level>
						<locked type="number">1</locked>
						<name type="string">Knight Protector</name>
						<specialization type="string">Oath of the Hospitaler</specialization>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>At 20th level, a ghost-like translucent full plate armor appears around your body and radiates an aura that protects your allies from harm. When you use your action to activate this feature, for 1 hour, a soft glow emanates from you, shedding bright light from you in a 10-foot radius and dim light for a 30-foot radius. While the light shines, you gain the following benefits:</p>
							<p>You and your allies within 30 feet are immune to being blinded, charmed, deafened and have advantage on saving throws to avoid being paralyzed, petrified, poisoned, or stunned. On any of these conditions which you or your allies are immune to, immediately end when you activate the ability.</p>
							<p>You and allies within 30 feet of you also have advantage to death saving throws.</p>
							<p>Once you use this feature, you can&#146;t use it again until you finish a long rest.</p>
						</text>
					</holynimbus20>
					<improveddivinesmite11>
						<level type="number">11</level>
						<locked type="number">1</locked>
						<name type="string">Improved Divine Smite</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.</p>
						</text>
					</improveddivinesmite11>
					<layonhands1>
						<level type="number">1</level>
						<locked type="number">1</locked>
						<name type="string">Lay on Hands</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x5.</p>
							<p>As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.</p>
							<p>Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.</p>
							<p>This feature has no effect on undead and constructs.</p>
						</text>
					</layonhands1>
					<oathspells_devotion_3>
						<level type="number">3</level>
						<locked type="number">1</locked>
						<name type="string">Oath Spells (Hosptialer)</name>
						<specialization type="string">Oath of the Hospitaler</specialization>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>You gain the oath spells at the paladin levels listed in the Oath of the Hospitaler Spells table. See the Sacred Oaths class feature for how oath spells work. <b></b></p>
							<p><b>Note: All spells marked with asterisks (*) are from &#145;Elminster&#146;s Guide to Magic&#146; (available in the DMs Guild in PDF form).</b></p>
							<linklist>
								<link class="url" recordname="http://www.dmsguild.com/product/221735/Elminsters-Guide-to-Magic?affiliate_rem=878507"><b>Elminster's Guide to Magic (PDF)</b></link>
							</linklist>
							<h>Oath of Devotion Spells</h>
							<p><b>Paladin Level - Spell</b></p>
							<linklist>
								<link class="power" recordname="spell.id-00001"><b>Spell: </b></link>3rd - Longstrider</linklist>
								<link class="power" recordname="spell.id-00002"><b>Spell: </b></link>3rd - Sanctuary (or *Deathwatch)
								<link class="power" recordname="spell.id-00005"><b>Spell: </b></link>5th - Calm Emotions
								<link class="power" recordname="spell.id-00006"><b>Spell: </b></link>5th - Warding Bond
								<link class="power" recordname="spell.id-00003"><b>Spell: </b></link>9th - Beacon of Hope
								<link class="power" recordname="spell.id-00004"><b>Spell: </b></link>9th - Leomund's Tiny Hut (or *Death Talisman)
								<link class="power" recordname="spell.id-00008"><b>Spell: </b></link>13th - Freedom of Movement (or *Calm Winds)
								<link class="power" recordname="spell.id-00007"><b>Spell: </b></link>13th - Death Ward (or *Wind at Back)
								<link class="power" recordname="spell.id-00009"><b>Spell: </b></link>17th - Greater Restoration (or *Pocket Cave)
								<link class="power" recordname="spell.id-00010"><b>Spell: </b></link>17th - Mass Cure Wounds (or *Mass Lonstrider)
						</text>
					</oathspells_devotion_3>
					<purityofspirit15>
						<level type="number">15</level>
						<locked type="number">1</locked>
						<name type="string">Rejuvenating Hands</name>
						<specialization type="string">Oath of the Hospitaler</specialization>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>At 15th level, you add an additional 25 points to your Lay on Hands pool. When you expend 5 points from your pool of healing to cure diseases, you also remove one level of exhaustion.</p>
						</text>
					</purityofspirit15>
					<sacredoath3>
						<level type="number">3</level>
						<locked type="number">1</locked>
						<name type="string">Sacred Oath</name>
						<specializationchoice type="number">1</specializationchoice>
						<text type="formattedtext">
							<p>Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.</p>
							<p>When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.</p>
							<p>Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.</p>
							<p><b>Breaking Your Oath</b></p>
							<p>A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.</p>
							<p>A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.</p>
							<p>If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be forced to abandon this class and adopt another.</p>
							<p><b>Oath Spells</b></p>
							<p>Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.</p>
							<p>If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.</p>
							<p><b>Channel Divinity</b></p>
							<p>Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.</p>
							<p>When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.</p>
							<p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.</p>
						</text>
					</sacredoath3>
					<spellcasting2>
						<level type="number">2</level>
						<locked type="number">1</locked>
						<name type="string">Spellcasting</name>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p>By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.</p>
							<p><b>Preparing and Casting Spells</b></p>
							<p>The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.</p>
							<p>You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.</p>
							<p>For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.</p>
							<p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p>
							<p><b>Spellcasting Ability</b></p>
							<p>Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.</p>
							<p><b>Spell save DC </b>= 8 + your proficiency bonus + your Charisma modifier</p>
							<p><b>Spell attack modifier </b>= your proficiency bonus + your Charisma modifier</p>
							<p><b>Spellcasting Focus</b></p>
							<p>You can use a holy symbol as a spellcasting focus for your paladin spells.</p>
						</text>
					</spellcasting2>
					<tenetsofdevotion3>
						<level type="number">3</level>
						<locked type="number">1</locked>
						<name type="string">Tenets of Hospitaler</name>
						<specialization type="string">Oath of the Hospitaler</specialization>
						<specializationchoice type="number">0</specializationchoice>
						<text type="formattedtext">
							<p><b>Defend the Weak. </b>Help those who are unable to help themselves. Protect the poor, the elderly, and all children no matter their race.</p>
							<p><b>Safeguard the Roads. </b>Travel far, and beyond your borders to bring hope to new lands, and provide armed escort to fellow travelers and pilgrims so they may reach their destinations in safety.</p>
							<p><b>Restore the Body. </b>Take every opportunity to tend to the sick and injured. Provide humanitarian support to communities in dire need.</p>
							<p><b>Galvanize the Spirit. </b>Council those suffering from grief, anger, and anxiety.</p>
						</text>
					</tenetsofdevotion3>
				</features>
				<hp>
					<hitdice>
						<name type="string">Hit Dice</name>
						<text type="string">1d10 per paladin level</text>
					</hitdice>
					<hitpointsat1stlevel>
						<name type="string">Hit Points at 1st Level</name>
						<text type="string">10 + your Constitution modifier</text>
					</hitpointsat1stlevel>
					<hitpointsathigherlevels>
						<name type="string">Hit Points at Higher Levels</name>
						<text type="string">1d 10 (or 6) + your Constitution modifier per paladin level after 1st</text>
					</hitpointsathigherlevels>
				</hp>
				<locked type="number">1</locked>
				<multiclassfeatures>
				</multiclassfeatures>
				<multiclassproficiencies>
					<armor>
						<name type="string">Armor</name>
						<text type="string">Light armor, medium armor, shields</text>
					</armor>
					<skills>
						<name type="string">Skills</name>
					</skills>
					<tools>
						<name type="string">Tools</name>
					</tools>
					<weapons>
						<name type="string">Weapons</name>
						<text type="string">Simple weapons, martial weapons</text>
					</weapons>
				</multiclassproficiencies>
				<name type="string">Paladin</name>
				<proficiencies>
					<armor>
						<name type="string">Armor</name>
						<text type="string">All armor, shields</text>
					</armor>
					<savingthrows>
						<name type="string">Saving Throws</name>
						<text type="string">Wisdom, Charisma</text>
					</savingthrows>
					<skills>
						<name type="string">Skills</name>
						<text type="string">Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion</text>
					</skills>
					<tools>
						<name type="string">Tools</name>
						<text type="string">None</text>
					</tools>
					<weapons>
						<name type="string">Weapons</name>
						<text type="string">Simple weapons, martial weapons</text>
					</weapons>
				</proficiencies>
				<text type="formattedtext">
					<h>Class Features</h>
					<p>As a paladin, you gain the following class features.</p>
					<p><b>The Paladin</b></p>
					<table>
						<tr>
							<td><b>Level</b></td>
							<td><b>Proficiency Bonus</b></td>
							<td colspan="3"><b>Features</b></td>
						</tr>
						<tr>
							<td>1st</td>
							<td>+2</td>
							<td colspan="3">Divine Sense, Lay on Hands</td>
						</tr>
						<tr>
							<td>2nd</td>
							<td>+2</td>
							<td colspan="3">Fighting Style, Spellcasting, Divine Smite</td>
						</tr>
						<tr>
							<td>3rd</td>
							<td>+2</td>
							<td colspan="3">Divine Health, Sacred Oath</td>
						</tr>
						<tr>
							<td>4th</td>
							<td>+2</td>
							<td colspan="3">Ability Score Improvement</td>
						</tr>
						<tr>
							<td>5th</td>
							<td>+3</td>
							<td colspan="3">Extra Attack</td>
						</tr>
						<tr>
							<td>6th</td>
							<td>+3</td>
							<td colspan="3">Aura of Protection</td>
						</tr>
						<tr>
							<td>7th</td>
							<td>+3</td>
							<td colspan="3">Sacred Oath feature</td>
						</tr>
						<tr>
							<td>8th</td>
							<td>+3</td>
							<td colspan="3">Ability Score Improvement</td>
						</tr>
						<tr>
							<td>9th</td>
							<td>+4</td>
							<td colspan="3">-</td>
						</tr>
						<tr>
							<td>10th</td>
							<td>+4</td>
							<td colspan="3">Aura of Courage</td>
						</tr>
						<tr>
							<td>11th</td>
							<td>+4</td>
							<td colspan="3">Improved Divine Smite</td>
						</tr>
						<tr>
							<td>12th</td>
							<td>+4</td>
							<td colspan="3">Ability Score Improvement</td>
						</tr>
						<tr>
							<td>13th</td>
							<td>+5</td>
							<td colspan="3">-</td>
						</tr>
						<tr>
							<td>14th</td>
							<td>+5</td>
							<td colspan="3">Cleansing Touch</td>
						</tr>
						<tr>
							<td>15th</td>
							<td>+5</td>
							<td colspan="3">Sacred Oath feature</td>
						</tr>
						<tr>
							<td>16th</td>
							<td>+5</td>
							<td colspan="3">Ability Score Improvement</td>
						</tr>
						<tr>
							<td>17th</td>
							<td>+6</td>
							<td colspan="3">-</td>
						</tr>
						<tr>
							<td>18th</td>
							<td>+6</td>
							<td colspan="3">Aura improvements</td>
						</tr>
						<tr>
							<td>19th</td>
							<td>+6</td>
							<td colspan="3">Ability Score Improvement</td>
						</tr>
						<tr>
							<td>20th</td>
							<td>+6</td>
							<td colspan="3">Sacred Oath feature</td>
						</tr>
					</table>
					<p><b>Spell Slots per Spell Level</b></p>
					<table>
						<tr>
							<td><b>Level</b></td>
							<td><b>1st</b></td>
							<td><b>2nd</b></td>
							<td><b>3rd</b></td>
							<td><b>4th</b></td>
							<td><b>5th</b></td>
						</tr>
						<tr>
							<td>1st</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>2nd</td>
							<td>2</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>3rd</td>
							<td>3</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>4th</td>
							<td>3</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>5th</td>
							<td>4</td>
							<td>2</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>6th</td>
							<td>4</td>
							<td>2</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>7th</td>
							<td>4</td>
							<td>3</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>8th</td>
							<td>4</td>
							<td>3</td>
							<td>-</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>9th</td>
							<td>4</td>
							<td>3</td>
							<td>2</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>10th</td>
							<td>4</td>
							<td>3</td>
							<td>2</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>11th</td>
							<td>4</td>
							<td>3</td>
							<td>3</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>12th</td>
							<td>4</td>
							<td>3</td>
							<td>3</td>
							<td>-</td>
							<td>-</td>
						</tr>
						<tr>
							<td>13th</td>
							<td>4</td>
							<td>3</td>
							<td>3</td>
							<td>1</td>
							<td>-</td>
						</tr>
						<tr>
							<td>14th</td>
							<td>4</td>
							<td>3</td>
							<td>3</td>
							<td>1</td>
							<td>-</td>
						</tr>
						<tr>
							<td>15th</td>
							<td>4</td>
							<td>3</td>
							<td>3</td>
							<td>2</td>
							<td>-</td>
						</tr>
						<tr>
							<td>16th</td>
							<td>4</td>
							<td>3</td>
							<td>3</td>
							<td>2</td>
							<td>-</td>
						</tr>
						<tr>
							<td>17th</td>
							<td>4</td>
							<td>3</td>
							<td>3</td>
							<td>3</td>
							<td>1</td>
						</tr>
						<tr>
							<td>18th</td>
							<td>4</td>
							<td>3</td>
							<td>3</td>
							<td>3</td>
							<td>1</td>
						</tr>
						<tr>
							<td>19th</td>
							<td>4</td>
							<td>3</td>
							<td>3</td>
							<td>3</td>
							<td>2</td>
						</tr>
						<tr>
							<td>20th</td>
							<td>4</td>
							<td>3</td>
							<td>3</td>
							<td>3</td>
							<td>2</td>
						</tr>
					</table>
					<h>Hit Points</h>
					<p><b>Hit Dice: </b>1d10 per paladin level</p>
					<p><b>Hit Points At 1st Level: </b>10 + your Constitution modifier</p>
					<p><b>Hit Points At Higher Levels: </b>1d 10 (or 6) + your Constitution modifier per paladin level after 1st</p>
					<h>Proficiencies</h>
					<p><b>Armor: </b>All armor, shields</p>
					<p><b>Weapons: </b>Simple weapons, martial weapons</p>
					<p><b>Tools: </b>None</p>
					<p><b>Saving Throws: </b>Wisdom, Charisma</p>
					<p><b>Skills: </b>Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion</p>
					<h>Equipment</h>
					<p>You start with the following equipment, in addition to the equipment granted by your background:</p>
					<list>
						<li>(a) a martial weapon and a shield or (b) two martial weapons</li>
						<li>(a) five javelins or (b) any simple melee weapon</li>
						<li>(a) a priest's pack or (b) an explorer's pack</li>
						<li>Chain mail and a holy symbol</li>
					</list>
					<h>Features</h>
					<linklist>
						<link class="reference_classfeature" recordname="..features.divinesense1">Divine Sense</link>
						<link class="reference_classfeature" recordname="..features.layonhands1">Lay on Hands</link>
						<link class="reference_classfeature" recordname="..features.fightingstyle2">Fighting Style</link>
						<link class="reference_classfeature" recordname="..features.spellcasting2">Spellcasting</link>
						<link class="reference_classfeature" recordname="..features.divinesmite2">Divine Smite</link>
						<link class="reference_classfeature" recordname="..features.divinehealth3">Divine Health</link>
						<link class="reference_classfeature" recordname="..features.sacredoath3">Sacred Oath</link>
						<link class="reference_classfeature" recordname="..features.abilityscoreimprovement4">Ability Score Improvement</link>
						<link class="reference_classfeature" recordname="..features.extraattack5">Extra Attack</link>
						<link class="reference_classfeature" recordname="..features.auraofprotection6">Aura of Protection</link>
						<link class="reference_classfeature" recordname="..features.auraofcourage10">Aura of Courage</link>
						<link class="reference_classfeature" recordname="..features.improveddivinesmite11">Improved Divine Smite</link>
						<link class="reference_classfeature" recordname="..features.cleansingtouch14">Cleansing Touch</link>
					</linklist>
					<h>Sacred Oaths</h>
					<linklist>
						<link class="reference_classability" recordname="..abilities.oathofdevotion">Oath of the Hospitaler</link>
					</linklist>
				</text>
			</id-00001>
		</category>
	</class>
	<encounter>
		<category name="" baseicon="0" decalicon="0">
			<id-00001>
				<locked type="number">1</locked>
				<name type="string">1. Monsters Without Borders</name>
				<text type="formattedtext">
					<p><b>Creators: </b>Alex Clippinger, Andrew Morley, Beeholder Press (S.G. Tillings), Benoit de Bernady, Dave Coulson, David Morris, Elven Tower, Florian Emmerich, Glen Cooper, James Introcaso, Jeff C Stevens, Jeremy Forbing, Justin Handlin, JVC Parry, Kelsey Dionne, Ken Carcas, Phil Beckwith, Scott Bean, Tony Petrecca, Travis Legge</p>
					<p><b>Editors: </b>Phil Beckwith, JVC Parry, Ken Carcas</p>
					<p><b>Layout: </b>Phil Beckwith</p>
					<p><b>Cover Artist: </b>Neil Jary (@Kirisute)</p>
					<p><b>Interior Illustrators: </b>Calum Bray, Jerry Boucher, Glen Cooper, Bryony-Mae Hopkins, Luke Instone-Hall, Neil Jary, Rizkynugraha</p>
					<p><b>Proofreaders: </b>Glen Cooper, JVC Parry, Ken Carcass</p>
					<p><b>Special Thanks to: </b>Nikita Keeghan (Healer background)</p>
					<linklist>
						<link class="url" recordname="http://www.dmsguild.com/browse.php?x=0&#38;y=0&#38;author=Nikita%20Keeghan&#38;affiliate_rem=878507">Find Nikita&#146;s work here</link>
					</linklist>
					<p>and</p>
					<linklist>
						<link class="url" recordname="www.forgotmydice.com">The team at www.forgotmydice.com (Oath of the Hospitaller inspiration)</link>
					</linklist>
					<p><b>Fantasy Grounds Conversion: </b>Rob Twohy (rob2e)</p>
					<linklist>
						<link class="imagewindow" recordname="image.id-00004">Image: Cover</link>
						<link class="imagewindow" recordname="image.id-00005">Image: Splash Page</link>
						<link class="imagewindow" recordname="image.id-00003">Image: Promotion Page</link>
					</linklist>
					<p>DUNGEONS &#38; DRAGONS, D&#38;D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player&#146;s Handbook, Monster Manual, Dungeon Master&#146;s Guide, D&#38;D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.</p>
					<p>Copyright &#169; 2018</p>
				</text>
			</id-00001>
			<id-00002>
				<locked type="number">1</locked>
				<name type="string">2. Forward</name>
				<text type="formattedtext">
					<p>Salutations adventurers! Congratulations on your purchase of <i>Monsters Without Borders </i>, you now own the fruits of a very special community driven product. This one-off charity edition contains 20 from a menagerie of over 100 unique <i>D&#38;D monsters </i>; only to be found in the <i>Dungeon Masters Guild </i>.</p>
					<p>Community is a powerful concept. Now more than ever can we fully begin to understand how important it is that we find our &#145;people&#146;, then learn to work and play hard together until something special blossoms from that union. The feeling of belonging and of providing support to one another has been something which I have experienced more intimately than most during the creation of this product. However, <i>Monsters Without Borders </i>is not just a work of passion between 46 talented creators. All the profits from this, your purchase, go to a charity that truly understands what it is to give freely, openly, and across borders - <i>M&#233;decins Sans Fronti&#232;res (Doctors Without Borders) </i>. These heroic doctors and support crew regularly travel to far away lands to help build and support communities who are suffering due to famine, war and natural or man-made disasters.</p>
					<p>When all 46 of us creators decided to embark upon this monstrous work of art, it did not take us long to decide that the profits from this special edition should go to an international and truly adventurous charity. By purchasing <i>Monsters Without Borders </i>and using the contents within, we hope you feel the same sense of pride that we did when we created them.</p>
					<p>However, we couldn&#146;t just let you Dungeon Masters have all the fun though, so we created a new paladin oath - Oath of Hospitaller and two more player character backgrounds to flesh out your character creations with; the Healer and the Almsgiver.</p>
					<p>It doesn&#146;t end there though. We have the greatest of pleasures in announcing that a few short weeks after launching <i>Monsters Without Borders </i>, you will have the opportunity to purchase a <b>GIANT </b>sized tome of over 100 monsters from the same collection of DMs Guild creators. This book will be called <i>Monsters of the Guild </i>and will be available as a PDF, a Fantasy Grounds module, AND a 160-page hardback book!</p>
					<linklist>
						<link class="imagewindow" recordname="image.id-00003">Monsters of the Guild</link>
					</linklist>
					<p>So without further ado, I will leave you with a brief foreword from the charity who will most benefit from your generous donation, <i>M&#233;decins Sans Fronti&#232;res. </i>Have fun out there and remember, monsters have feelings too.</p>
					<p>Glen Cooper</p>
					<p>March 2018</p>
					<p>***</p>
					<p>&#145;M&#233;decins Sans Fronti&#232;res/Doctors Without Borders (MSF) is the world&#146;s leading emergency medical humanitarian aid organization.</p>
					<p>They provide emergency assistance to people affected by armed conflict, epidemics, and natural or man-made disasters, without discrimination and irrespective of race, religion, gender or political affiliation. They work in over 70 countries and go to places where others cannot or choose not to go.&#146;</p>
					<p>&#147;A huge thanks to the team behind &#147;Monsters Without Borders&#148; for their creative fundraising effort for MSF. From Yemen to South Sudan, the money raised will go towards delivering essential medical care to those who need it most.&#148;</p>
					<p>&#150; Merlyn Ooms, MSF-UK S</p>
				</text>
			</id-00002>
			<id-00004>
				<locked type="number">1</locked>
				<name type="string">3. Appendix A - Paladin: Oath of the Hospitaller</name>
				<text type="formattedtext">
					<linklist>
						<link class="reference_class" recordname="class.id-00001">Paladin</link>
					</linklist>
				</text>
			</id-00004>
			<id-00005>
				<locked type="number">1</locked>
				<name type="string">4. Appendix B - Backgrounds</name>
				<text type="formattedtext">
					<linklist>
						<link class="reference_background" recordname="background.id-00001">Almsgiver</link>
						<link class="reference_background" recordname="background.id-00003">Healer</link>
					</linklist>
				</text>
			</id-00005>
		</category>
	</encounter>
	<image>
		<category name="" baseicon="0" decalicon="0">
			<id-00001>
				<image type="image">
					<bitmap>images/Hospitaler.jpg</bitmap>
				</image>
				<isidentified type="number">0</isidentified>
				<locked type="number">1</locked>
				<name type="string">Hospitaler</name>
			</id-00001>
			<id-00003>
				<image type="image">
					<bitmap>images/Promotion Page.jpg</bitmap>
				</image>
				<isidentified type="number">0</isidentified>
				<locked type="number">1</locked>
				<name type="string">Promotion Page</name>
			</id-00003>
			<id-00004>
				<image type="image">
					<bitmap>images/Monsters Without Borders Cover.jpg</bitmap>
				</image>
				<isidentified type="number">0</isidentified>
				<locked type="number">1</locked>
				<name type="string">Monsters Without Borders Cover</name>
			</id-00004>
			<id-00005>
				<image type="image">
					<bitmap>images/Splash Page.jpg</bitmap>
				</image>
				<isidentified type="number">0</isidentified>
				<locked type="number">1</locked>
				<name type="string">Splash Page</name>
			</id-00005>
		</category>
	</image>
	<library>
		<mwbmoduleparts static="true">
			<categoryname type="string">Supplements</categoryname>
			<name type="string">mwbmoduleparts</name>
			<entries>
				<r01referencemanual>
					<librarylink type="windowreference">
						<class>reference_manual</class>
						<recordname>reference.referencemanual</recordname>
					</librarylink>
					<name type="string">Reference Manual</name>
				</r01referencemanual>
				<r09monsters>
					<librarylink type="windowreference">
						<class>referenceindexsorted</class>
						<recordname>lists.monsters.sortlist</recordname>
					</librarylink>
					<name type="string">NPCs</name>
				</r09monsters>
				<background>
					<librarylink type="windowreference">
						<class>reference_list</class>
						<recordname>..</recordname>
					</librarylink>
					<name type="string">Backgrounds</name>
					<recordtype type="string">background</recordtype>
				</background>
				<class>
					<librarylink type="windowreference">
						<class>reference_list</class>
						<recordname>..</recordname>
					</librarylink>
					<name type="string">Classes</name>
					<recordtype type="string">class</recordtype>
				</class>
				<image>
					<librarylink type="windowreference">
						<class>reference_list</class>
						<recordname>..</recordname>
					</librarylink>
					<name type="string">Images &#38; Maps</name>
					<recordtype type="string">image</recordtype>
				</image>
				<spell>
					<librarylink type="windowreference">
						<class>reference_list</class>
						<recordname>..</recordname>
					</librarylink>
					<name type="string">Spells</name>
					<recordtype type="string">spell</recordtype>
				</spell>
				<story>
					<librarylink type="windowreference">
						<class>reference_list</class>
						<recordname>..</recordname>
					</librarylink>
					<name type="string">Story</name>
					<recordtype type="string">story</recordtype>
				</story>
				<table>
					<librarylink type="windowreference">
						<class>reference_list</class>
						<recordname>..</recordname>
					</librarylink>
					<name type="string">Tables</name>
					<recordtype type="string">table</recordtype>
				</table>
			</entries>
		</mwbmoduleparts>
	</library>
	<spell>
		<category name="" baseicon="0" decalicon="0">
			<id-00001>
				<castingtime type="string">1 action</castingtime>
				<components type="string">V, S, M (a pinch of dirt)</components>
				<description type="formattedtext">
					<p>You touch a creature. The target's speed increases by 10 feet until the spell ends.</p>
					<p><b><i>At Higher Levels. </i></b>When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.</p>
				</description>
				<duration type="string">1 hour</duration>
				<level type="number">1</level>
				<locked type="number">1</locked>
				<name type="string">Longstrider</name>
				<range type="string">Touch</range>
				<school type="string">Transmutation</school>
				<source type="string">Bard, Druid, Ranger, Wizard</source>
			</id-00001>
			<id-00002>
				<castingtime type="string">1 bonus action</castingtime>
				<components type="string">V, S, M (a small silver mirror)</components>
				<description type="formattedtext">
					<p>You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.</p>
					<p>If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.</p>
				</description>
				<duration type="string">1 minute</duration>
				<level type="number">1</level>
				<locked type="number">1</locked>
				<name type="string">Sanctuary</name>
				<range type="string">30 feet</range>
				<ritual type="number">0</ritual>
				<school type="string">Abjuration</school>
				<source type="string">Cleric</source>
			</id-00002>
			<id-00003>
				<castingtime type="string">1 action</castingtime>
				<components type="string">V, S</components>
				<description type="formattedtext">
					<p>This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.</p>
				</description>
				<duration type="string">Concentration, up to 1 minute</duration>
				<level type="number">3</level>
				<locked type="number">1</locked>
				<name type="string">Beacon of Hope</name>
				<range type="string">30 feet</range>
				<school type="string">Abjuration</school>
				<source type="string">Cleric, Cleric Life Domain</source>
			</id-00003>
			<id-00004>
				<castingtime type="string">1 minute</castingtime>
				<components type="string">V, S, M (a small crystal bead)</components>
				<description type="formattedtext">
					<p>A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.</p>
					<p>Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.</p>
					<p>Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.</p>
				</description>
				<duration type="string">8 hours</duration>
				<level type="number">3</level>
				<locked type="number">1</locked>
				<name type="string">Leomund's Tiny Hut</name>
				<range type="string">Self (10-foot-radius hemisphere)</range>
				<ritual type="number">1</ritual>
				<school type="string">Evocation</school>
				<source type="string">Bard, Eldritch Knight, Wizard, Arcane Trickster</source>
			</id-00004>
			<id-00005>
				<castingtime type="string">1 action</castingtime>
				<components type="string">V, S</components>
				<description type="formattedtext">
					<p>You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.</p>
					<p>You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.</p>
					<p>Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.</p>
				</description>
				<duration type="string">Concentration, up to 1 minute</duration>
				<level type="number">2</level>
				<locked type="number">1</locked>
				<name type="string">Calm Emotions</name>
				<range type="string">60 feet</range>
				<school type="string">Enchantment</school>
				<source type="string">Bard, Cleric, Warlock (Archfey)</source>
			</id-00005>
			<id-00006>
				<castingtime type="string">1 action</castingtime>
				<components type="string">V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)</components>
				<description type="formattedtext">
					<p>This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.</p>
					<p>The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.</p>
				</description>
				<duration type="string">1 hour</duration>
				<level type="number">2</level>
				<locked type="number">1</locked>
				<name type="string">Warding Bond</name>
				<range type="string">Touch</range>
				<school type="string">Abjuration</school>
				<source type="string">Cleric</source>
			</id-00006>
			<id-00007>
				<castingtime type="string">1 action</castingtime>
				<components type="string">V, S</components>
				<description type="formattedtext">
					<p>You touch a creature and grant it a measure of protection from death.</p>
					<p>The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.</p>
					<p>If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.</p>
				</description>
				<duration type="string">8 hours</duration>
				<level type="number">4</level>
				<locked type="number">1</locked>
				<name type="string">Death Ward</name>
				<range type="string">Touch</range>
				<school type="string">Abjuration</school>
				<source type="string">Cleric, Cleric Life Domain, Paladin</source>
			</id-00007>
			<id-00008>
				<castingtime type="string">1 action</castingtime>
				<components type="string">V, S, M (a leather strap, bound around the arm or a similar appendage)</components>
				<description type="formattedtext">
					<p>You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.</p>
					<p>The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.</p>
				</description>
				<duration type="string">1 hour</duration>
				<level type="number">4</level>
				<locked type="number">1</locked>
				<name type="string">Freedom of Movement</name>
				<range type="string">Touch</range>
				<school type="string">Abjuration</school>
				<source type="string">Bard, Cleric, Cleric War Domain, Druid, Druid Arctic Circle, Druid Coast Circle, Druid Forest Circle, Druid Grassland Circle, Druid Swamp Circle, Ranger</source>
			</id-00008>
			<id-00009>
				<castingtime type="string">1 action</castingtime>
				<components type="string">V, S, M (diamond dust worth at least 100 gp, which the spell consumes)</components>
				<description type="formattedtext">
					<p>You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:</p>
					<list>
						<li>One effect that charmed or petrified the target</li>
						<li>One curse, including the target's attunement to a cursed magic item</li>
						<li>Any reduction to one of the target's ability scores</li>
						<li>One effect reducing the target's hit point maximum</li>
					</list>
				</description>
				<duration type="string">Instantaneous</duration>
				<level type="number">5</level>
				<locked type="number">1</locked>
				<name type="string">Greater Restoration</name>
				<range type="string">Touch</range>
				<ritual type="number">0</ritual>
				<school type="string">Abjuration</school>
				<source type="string">Bard, Cleric, Druid</source>
			</id-00009>
			<id-00010>
				<castingtime type="string">1 action</castingtime>
				<components type="string">V, S</components>
				<description type="formattedtext">
					<p>A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.</p>
					<p><b>At Higher Levels. </b>When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.</p>
				</description>
				<duration type="string">Instantaneous</duration>
				<level type="number">5</level>
				<locked type="number">1</locked>
				<name type="string">Mass Cure Wounds</name>
				<range type="string">60 feet</range>
				<ritual type="number">0</ritual>
				<school type="string">Evocation</school>
				<source type="string">Bard, Cleric, Cleric Life Domain, Druid</source>
			</id-00010>
		</category>
	</spell>
	<tables>
		<category name="" baseicon="0" decalicon="0">
			<id-00002>
				<dice type="dice"></dice>
				<hiderollresults type="number">0</hiderollresults>
				<labelcol1 type="string">Life of Charity</labelcol1>
				<locked type="number">1</locked>
				<mod type="number">0</mod>
				<name type="string">Life of Charity</name>
				<notes type="formattedtext">
					<p></p>
				</notes>
				<resultscols type="number">1</resultscols>
				<table_positionoffset type="number">0</table_positionoffset>
				<tablerows>
					<id-00001>
						<fromrange type="number">1</fromrange>
						<results>
							<id-00001>
								<result type="string">I wished to help my community through compassionate philanthropic mercantile activities.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">1</torange>
					</id-00001>
					<id-00002>
						<fromrange type="number">2</fromrange>
						<results>
							<id-00001>
								<result type="string">I was born into and raised in an altruist family/ organization.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">2</torange>
					</id-00002>
					<id-00003>
						<fromrange type="number">3</fromrange>
						<results>
							<id-00001>
								<result type="string">War/Famine in my homeland pushed me towards a life of dedicated almsgiving.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">3</torange>
					</id-00003>
					<id-00004>
						<fromrange type="number">4</fromrange>
						<results>
							<id-00001>
								<result type="string">I founded/joined an altruist organization after witnessing the suffering caused by a brutal overlord.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">4</torange>
					</id-00004>
					<id-00005>
						<fromrange type="number">5</fromrange>
						<results>
							<id-00001>
								<result type="string">I am an emissary of goodwill from the wealthy town/village spent most of my life serving.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">5</torange>
					</id-00005>
					<id-00006>
						<fromrange type="number">6</fromrange>
						<results>
							<id-00001>
								<result type="string">I am an emissary of goodwill from a wealthy town/village, having spent most of my life serving.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">6</torange>
					</id-00006>
				</tablerows>
			</id-00002>
			<id-00003>
				<dice type="dice"></dice>
				<hiderollresults type="number">0</hiderollresults>
				<labelcol1 type="string">Personality Trait</labelcol1>
				<locked type="number">1</locked>
				<mod type="number">0</mod>
				<name type="string">Almsgiver Personality Trait</name>
				<notes type="formattedtext">
					<p></p>
				</notes>
				<resultscols type="number">1</resultscols>
				<table_positionoffset type="number">0</table_positionoffset>
				<tablerows>
					<id-00001>
						<fromrange type="number">1</fromrange>
						<results>
							<id-00001>
								<result type="string">My mind is always ticking over, with grand plans and new ways to help others.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">1</torange>
					</id-00001>
					<id-00002>
						<fromrange type="number">2</fromrange>
						<results>
							<id-00001>
								<result type="string">I seek no rewards for what I do and would rather remain an unknown benefactor.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">2</torange>
					</id-00002>
					<id-00003>
						<fromrange type="number">3</fromrange>
						<results>
							<id-00001>
								<result type="string">I treat people like the way I&#146;d like to be treated myself.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">3</torange>
					</id-00003>
					<id-00004>
						<fromrange type="number">4</fromrange>
						<results>
							<id-00001>
								<result type="string">I treat people the way I&#146;d like to be treated myself.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">4</torange>
					</id-00004>
					<id-00005>
						<fromrange type="number">5</fromrange>
						<results>
							<id-00001>
								<result type="string">I get a sense of power/accomplishment by giving to those people who are needier than I.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">5</torange>
					</id-00005>
					<id-00006>
						<fromrange type="number">6</fromrange>
						<results>
							<id-00001>
								<result type="string">I feel queasy around too much blood and gore.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">6</torange>
					</id-00006>
					<id-00007>
						<fromrange type="number">7</fromrange>
						<results>
							<id-00001>
								<result type="string">I have a particular affinity for animals who need my charity.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">7</torange>
					</id-00007>
					<id-00008>
						<fromrange type="number">8</fromrange>
						<results>
							<id-00001>
								<result type="string">I feel tremendous empathy for all who suffer.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">8</torange>
					</id-00008>
				</tablerows>
			</id-00003>
			<id-00004>
				<dice type="dice"></dice>
				<hiderollresults type="number">0</hiderollresults>
				<labelcol1 type="string">Ideal</labelcol1>
				<locked type="number">1</locked>
				<mod type="number">0</mod>
				<name type="string">Almsgiver Ideal</name>
				<notes type="formattedtext">
					<p></p>
				</notes>
				<resultscols type="number">1</resultscols>
				<table_positionoffset type="number">0</table_positionoffset>
				<tablerows>
					<id-00001>
						<fromrange type="number">1</fromrange>
						<results>
							<id-00001>
								<result type="string">Faith. I believe that a power greater than all of us works through my actions. (Lawful)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">1</torange>
					</id-00001>
					<id-00002>
						<fromrange type="number">2</fromrange>
						<results>
							<id-00001>
								<result type="string">People. I like seeing the look of appreciation in the eyes of the people who I help. (Neutral)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">2</torange>
					</id-00002>
					<id-00003>
						<fromrange type="number">3</fromrange>
						<results>
							<id-00001>
								<result type="string">Compassion. There are many who are less fortunate than us, and I wish to bring happiness to them all. (Good)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">3</torange>
					</id-00003>
					<id-00004>
						<fromrange type="number">4</fromrange>
						<results>
							<id-00001>
								<result type="string">Community. Strengthening the bonds between communities is our greatest responsibility as a civilized race. (Lawful)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">4</torange>
					</id-00004>
					<id-00005>
						<fromrange type="number">5</fromrange>
						<results>
							<id-00001>
								<result type="string">Restitution. Sometimes we must turn to slightly less savory methods as recompense for others injury or loss. (Chaotic)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">5</torange>
					</id-00005>
					<id-00006>
						<fromrange type="number">6</fromrange>
						<results>
							<id-00001>
								<result type="string">Fairness. Everybody deserves a little charity every now and again. (Good)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">6</torange>
					</id-00006>
				</tablerows>
			</id-00004>
			<id-00005>
				<dice type="dice"></dice>
				<hiderollresults type="number">0</hiderollresults>
				<labelcol1 type="string">Bond</labelcol1>
				<locked type="number">1</locked>
				<mod type="number">0</mod>
				<name type="string">Almsgiver Bond</name>
				<notes type="formattedtext">
					<p></p>
				</notes>
				<resultscols type="number">1</resultscols>
				<table_positionoffset type="number">0</table_positionoffset>
				<tablerows>
					<id-00001>
						<fromrange type="number">1</fromrange>
						<results>
							<id-00001>
								<result type="string">I am strong enough physically, emotionally and spiritually to provide aid for others. It is my duty and responsibility to help those in need.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">1</torange>
					</id-00001>
					<id-00002>
						<fromrange type="number">2</fromrange>
						<results>
							<id-00001>
								<result type="string">My war-torn home village/town taught me to stand up for what I believe in and treat those in pain with kindness and respect.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">2</torange>
					</id-00002>
					<id-00003>
						<fromrange type="number">3</fromrange>
						<results>
							<id-00001>
								<result type="string">I am forever searching for salvation/happiness/spiritual enlightenment after a great sadness tore my life asunder.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">3</torange>
					</id-00003>
					<id-00004>
						<fromrange type="number">4</fromrange>
						<results>
							<id-00001>
								<result type="string">If it wasn&#146;t for the orphanage/temple I grew up in, I would have never been able to help so many people. I owe them everything.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">4</torange>
					</id-00004>
					<id-00005>
						<fromrange type="number">5</fromrange>
						<results>
							<id-00001>
								<result type="string">I lost my family to famine. None shall go hungry if I can ever help it.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">5</torange>
					</id-00005>
					<id-00006>
						<fromrange type="number">6</fromrange>
						<results>
							<id-00001>
								<result type="string">I must use my connections and talents to make a name for myself, so I can help others more.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">6</torange>
					</id-00006>
				</tablerows>
			</id-00005>
			<id-00006>
				<dice type="dice"></dice>
				<hiderollresults type="number">0</hiderollresults>
				<labelcol1 type="string">Flaw</labelcol1>
				<locked type="number">1</locked>
				<mod type="number">0</mod>
				<name type="string">Almsgiver Flaw</name>
				<notes type="formattedtext">
					<p></p>
				</notes>
				<resultscols type="number">1</resultscols>
				<table_positionoffset type="number">0</table_positionoffset>
				<tablerows>
					<id-00001>
						<fromrange type="number">1</fromrange>
						<results>
							<id-00001>
								<result type="string">I feel guilty that I came from a wealthy community.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">1</torange>
					</id-00001>
					<id-00002>
						<fromrange type="number">2</fromrange>
						<results>
							<id-00001>
								<result type="string">Due to constantly working with the poor, I have developed a dependency on a particular drug.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">2</torange>
					</id-00002>
					<id-00003>
						<fromrange type="number">3</fromrange>
						<results>
							<id-00001>
								<result type="string">I find it very uncomfortable to be around children or young adults.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">3</torange>
					</id-00003>
					<id-00004>
						<fromrange type="number">4</fromrange>
						<results>
							<id-00001>
								<result type="string">I have a homeless brother/sister who is in need of constant support.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">4</torange>
					</id-00004>
					<id-00005>
						<fromrange type="number">5</fromrange>
						<results>
							<id-00001>
								<result type="string">I had an affair with another almsgiver, who now hates me.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">5</torange>
					</id-00005>
					<id-00006>
						<fromrange type="number">6</fromrange>
						<results>
							<id-00001>
								<result type="string">I am told a great many secrets&#133; but never seem to keep them for long.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">6</torange>
					</id-00006>
				</tablerows>
			</id-00006>
			<id-00007>
				<dice type="dice"></dice>
				<hiderollresults type="number">0</hiderollresults>
				<labelcol1 type="string">Healing Speciality</labelcol1>
				<locked type="number">1</locked>
				<mod type="number">0</mod>
				<name type="string">Healing Speciality</name>
				<notes type="formattedtext">
					<p></p>
				</notes>
				<resultscols type="number">1</resultscols>
				<table_positionoffset type="number">0</table_positionoffset>
				<tablerows>
					<id-00001>
						<fromrange type="number">1</fromrange>
						<results>
							<id-00001>
								<result type="string">Animal attacks</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">1</torange>
					</id-00001>
					<id-00002>
						<fromrange type="number">2</fromrange>
						<results>
							<id-00001>
								<result type="string">Battle wounds</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">2</torange>
					</id-00002>
					<id-00003>
						<fromrange type="number">3</fromrange>
						<results>
							<id-00001>
								<result type="string">Broken bones</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">3</torange>
					</id-00003>
					<id-00004>
						<fromrange type="number">4</fromrange>
						<results>
							<id-00001>
								<result type="string">Common illnesses</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">4</torange>
					</id-00004>
					<id-00005>
						<fromrange type="number">5</fromrange>
						<results>
							<id-00001>
								<result type="string">General aches</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">5</torange>
					</id-00005>
					<id-00006>
						<fromrange type="number">6</fromrange>
						<results>
							<id-00001>
								<result type="string">Infected wounds</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">6</torange>
					</id-00006>
					<id-00007>
						<fromrange type="number">7</fromrange>
						<results>
							<id-00001>
								<result type="string">Infectious diseases</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">7</torange>
					</id-00007>
					<id-00008>
						<fromrange type="number">8</fromrange>
						<results>
							<id-00001>
								<result type="string">Midwifery</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">8</torange>
					</id-00008>
				</tablerows>
			</id-00007>
			<id-00008>
				<dice type="dice"></dice>
				<hiderollresults type="number">0</hiderollresults>
				<labelcol1 type="string">Personality Trait</labelcol1>
				<locked type="number">1</locked>
				<mod type="number">0</mod>
				<name type="string">Healer Personality Trait</name>
				<notes type="formattedtext">
					<p></p>
				</notes>
				<resultscols type="number">1</resultscols>
				<table_positionoffset type="number">0</table_positionoffset>
				<tablerows>
					<id-00001>
						<fromrange type="number">1</fromrange>
						<results>
							<id-00001>
								<result type="string">I will always help those in need.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">1</torange>
					</id-00001>
					<id-00002>
						<fromrange type="number">2</fromrange>
						<results>
							<id-00001>
								<result type="string">I treat everyone with kindness.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">2</torange>
					</id-00002>
					<id-00003>
						<fromrange type="number">3</fromrange>
						<results>
							<id-00001>
								<result type="string">I always refuse coin for my services, preferring a meal, board or common supplies.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">3</torange>
					</id-00003>
					<id-00004>
						<fromrange type="number">4</fromrange>
						<results>
							<id-00001>
								<result type="string">I ask a lot of questions to everyone I encounter to ensure they are healthy.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">4</torange>
					</id-00004>
					<id-00005>
						<fromrange type="number">5</fromrange>
						<results>
							<id-00001>
								<result type="string">I refuse to touch anyone or go into dirty places.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">5</torange>
					</id-00005>
					<id-00006>
						<fromrange type="number">6</fromrange>
						<results>
							<id-00001>
								<result type="string">I swear by a particular remedy and encourage its use in every situation.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">6</torange>
					</id-00006>
					<id-00007>
						<fromrange type="number">7</fromrange>
						<results>
							<id-00001>
								<result type="string">I am incredibly sympathetic to those who have lost loved ones.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">7</torange>
					</id-00007>
					<id-00008>
						<fromrange type="number">8</fromrange>
						<results>
							<id-00001>
								<result type="string">I always wear something that identifies myself as a healer, allowing me to be sought out by those who need help.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">8</torange>
					</id-00008>
				</tablerows>
			</id-00008>
			<id-00009>
				<dice type="dice"></dice>
				<hiderollresults type="number">0</hiderollresults>
				<labelcol1 type="string">Ideal</labelcol1>
				<locked type="number">1</locked>
				<mod type="number">0</mod>
				<name type="string">Healer Ideal</name>
				<notes type="formattedtext">
					<p></p>
				</notes>
				<resultscols type="number">1</resultscols>
				<table_positionoffset type="number">0</table_positionoffset>
				<tablerows>
					<id-00001>
						<fromrange type="number">1</fromrange>
						<results>
							<id-00001>
								<result type="string">Charity. We all have a role to play in the welfare of others. (Good)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">1</torange>
					</id-00001>
					<id-00002>
						<fromrange type="number">2</fromrange>
						<results>
							<id-00001>
								<result type="string">Vitality. I will do whatever it takes to gain eternal life. (Neutral)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">2</torange>
					</id-00002>
					<id-00003>
						<fromrange type="number">3</fromrange>
						<results>
							<id-00001>
								<result type="string">Discovery. We have the power to uncover new truths about our physical bodies. We just have to explore. (Any)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">3</torange>
					</id-00003>
					<id-00004>
						<fromrange type="number">4</fromrange>
						<results>
							<id-00001>
								<result type="string">Power. If I understand what keeps us alive, I will gain the truest mastery over death and pain. (Evil)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">4</torange>
					</id-00004>
					<id-00005>
						<fromrange type="number">5</fromrange>
						<results>
							<id-00001>
								<result type="string">Procedure. There is a way in which things must be done, and we all must heed it. (Lawful)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">5</torange>
					</id-00005>
					<id-00006>
						<fromrange type="number">6</fromrange>
						<results>
							<id-00001>
								<result type="string">Decision. Some people deserve saving. Others don&#146;t. We all deserve the ability to choose. (Chaotic)</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">6</torange>
					</id-00006>
				</tablerows>
			</id-00009>
			<id-00010>
				<dice type="dice"></dice>
				<hiderollresults type="number">0</hiderollresults>
				<labelcol1 type="string">Bond</labelcol1>
				<locked type="number">1</locked>
				<mod type="number">0</mod>
				<name type="string">Healer Bond</name>
				<notes type="formattedtext">
					<p></p>
				</notes>
				<resultscols type="number">1</resultscols>
				<table_positionoffset type="number">0</table_positionoffset>
				<tablerows>
					<id-00001>
						<fromrange type="number">1</fromrange>
						<results>
							<id-00001>
								<result type="string">I will always help the sick and injured.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">1</torange>
					</id-00001>
					<id-00002>
						<fromrange type="number">2</fromrange>
						<results>
							<id-00001>
								<result type="string">I feel guilty over someone's death. Their family is my responsibility.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">2</torange>
					</id-00002>
					<id-00003>
						<fromrange type="number">3</fromrange>
						<results>
							<id-00001>
								<result type="string">I am working on a series of tomes detailing commons illnesses and how to heal them.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">3</torange>
					</id-00003>
					<id-00004>
						<fromrange type="number">4</fromrange>
						<results>
							<id-00001>
								<result type="string">A loved one is afflicted with a rare illness. I will find a cure.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">4</torange>
					</id-00004>
					<id-00005>
						<fromrange type="number">5</fromrange>
						<results>
							<id-00001>
								<result type="string">I will never forget a loved one who died of an illness, and I frequently visit their grave.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">5</torange>
					</id-00005>
					<id-00006>
						<fromrange type="number">6</fromrange>
						<results>
							<id-00001>
								<result type="string">No one living in my place of birth will die of a disease I can cure.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">6</torange>
					</id-00006>
				</tablerows>
			</id-00010>
			<id-00011>
				<dice type="dice"></dice>
				<hiderollresults type="number">0</hiderollresults>
				<labelcol1 type="string">Flaw</labelcol1>
				<locked type="number">1</locked>
				<mod type="number">0</mod>
				<name type="string">Healer Flaw</name>
				<notes type="formattedtext">
					<p></p>
				</notes>
				<resultscols type="number">1</resultscols>
				<table_positionoffset type="number">0</table_positionoffset>
				<tablerows>
					<id-00001>
						<fromrange type="number">1</fromrange>
						<results>
							<id-00001>
								<result type="string">I feel terribly guilty whenever someone else is in pain.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">1</torange>
					</id-00001>
					<id-00002>
						<fromrange type="number">2</fromrange>
						<results>
							<id-00001>
								<result type="string">If I help others, I might fail. I suppose I can't help them, then.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">2</torange>
					</id-00002>
					<id-00003>
						<fromrange type="number">3</fromrange>
						<results>
							<id-00001>
								<result type="string">I have a weakness for the feeble, and try to help them even when it is undeserved.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">3</torange>
					</id-00003>
					<id-00004>
						<fromrange type="number">4</fromrange>
						<results>
							<id-00001>
								<result type="string">I am very hard on myself and become deso- late when I fail.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">4</torange>
					</id-00004>
					<id-00005>
						<fromrange type="number">5</fromrange>
						<results>
							<id-00001>
								<result type="string">I love to cause injury as much as I love healing it.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">5</torange>
					</id-00005>
					<id-00006>
						<fromrange type="number">6</fromrange>
						<results>
							<id-00001>
								<result type="string">I am terribly frightened of death.</result>
								<resultlink type="windowreference">
									<class></class>
									<recordname></recordname>
								</resultlink>
							</id-00001>
						</results>
						<torange type="number">6</torange>
					</id-00006>
				</tablerows>
			</id-00011>
		</category>
	</tables>
		<image>
			<img_arcaneooze_jpg>
				<locked type="number">1</locked>
				<name type="string">Arcane Ooze</name>
				<image type="image">
					<bitmap type="string">images/arcaneooze.jpg</bitmap>
				</image>
			</img_arcaneooze_jpg>
			<img_beholdereyeofthedeep_jpg>
				<locked type="number">1</locked>
				<name type="string">Beholder, Eye Of The Deep</name>
				<image type="image">
					<bitmap type="string">images/beholdereyeofthedeep.jpg</bitmap>
				</image>
			</img_beholdereyeofthedeep_jpg>
			<img_bonegiant_jpg>
				<locked type="number">1</locked>
				<name type="string">Bone Giant</name>
				<image type="image">
					<bitmap type="string">images/bonegiant.jpg</bitmap>
				</image>
			</img_bonegiant_jpg>
			<img_boundcolossus_jpg>
				<locked type="number">1</locked>
				<name type="string">Bound Colossus</name>
				<image type="image">
					<bitmap type="string">images/boundcolossus.jpg</bitmap>
				</image>
			</img_boundcolossus_jpg>
			<img_demonblight_jpg>
				<locked type="number">1</locked>
				<name type="string">Demon Blight</name>
				<image type="image">
					<bitmap type="string">images/demonblight.jpg</bitmap>
				</image>
			</img_demonblight_jpg>
			<img_eelfolk_jpg>
				<locked type="number">1</locked>
				<name type="string">Eelfolk</name>
				<image type="image">
					<bitmap type="string">images/eelfolk.jpg</bitmap>
				</image>
			</img_eelfolk_jpg>
			<img_fireflygolem_jpg>
				<locked type="number">1</locked>
				<name type="string">Firefly Golem</name>
				<image type="image">
					<bitmap type="string">images/fireflygolem.jpg</bitmap>
				</image>
			</img_fireflygolem_jpg>
			<img_junglewalker_jpg>
				<locked type="number">1</locked>
				<name type="string">Jungle Walker</name>
				<image type="image">
					<bitmap type="string">images/junglewalker.jpg</bitmap>
				</image>
			</img_junglewalker_jpg>
			<img_kenning_jpg>
				<locked type="number">1</locked>
				<name type="string">Kenning</name>
				<image type="image">
					<bitmap type="string">images/kenning.jpg</bitmap>
				</image>
			</img_kenning_jpg>
			<img_koboldaircavalry_jpg>
				<locked type="number">1</locked>
				<name type="string">Kobold Air Cavalry</name>
				<image type="image">
					<bitmap type="string">images/koboldaircavalry.jpg</bitmap>
				</image>
			</img_koboldaircavalry_jpg>
			<img_mindflayercenomorph_jpg>
				<locked type="number">1</locked>
				<name type="string">Mind Flayer Cenomorph</name>
				<image type="image">
					<bitmap type="string">images/mindflayercenomorph.jpg</bitmap>
				</image>
			</img_mindflayercenomorph_jpg>
			<img_oozedragon_jpg>
				<locked type="number">1</locked>
				<name type="string">Ooze Dragon</name>
				<image type="image">
					<bitmap type="string">images/oozedragon.jpg</bitmap>
				</image>
			</img_oozedragon_jpg>
			<img_stormhound_jpg>
				<locked type="number">1</locked>
				<name type="string">Storm Hound</name>
				<image type="image">
					<bitmap type="string">images/stormhound.jpg</bitmap>
				</image>
			</img_stormhound_jpg>
			<img_tempestbeast_jpg>
				<locked type="number">1</locked>
				<name type="string">Tempest Beast</name>
				<image type="image">
					<bitmap type="string">images/tempestbeast.jpg</bitmap>
				</image>
			</img_tempestbeast_jpg>
			<img_terracottasoldier_jpg>
				<locked type="number">1</locked>
				<name type="string">Terracotta Soldier</name>
				<image type="image">
					<bitmap type="string">images/terracottasoldier.jpg</bitmap>
				</image>
			</img_terracottasoldier_jpg>
			<img_theevildoll_jpg>
				<locked type="number">1</locked>
				<name type="string">The Evil Doll</name>
				<image type="image">
					<bitmap type="string">images/theevildoll.jpg</bitmap>
				</image>
			</img_theevildoll_jpg>
			<img_thegulabus_jpg>
				<locked type="number">1</locked>
				<name type="string">The Gulabus</name>
				<image type="image">
					<bitmap type="string">images/thegulabus.jpg</bitmap>
				</image>
			</img_thegulabus_jpg>
			<img_thehood_jpg>
				<locked type="number">1</locked>
				<name type="string">The Hood</name>
				<image type="image">
					<bitmap type="string">images/thehood.jpg</bitmap>
				</image>
			</img_thehood_jpg>
			<img_tombspider_jpg>
				<locked type="number">1</locked>
				<name type="string">Tomb Spider</name>
				<image type="image">
					<bitmap type="string">images/tombspider.jpg</bitmap>
				</image>
			</img_tombspider_jpg>
			<img_werespider_jpg>
				<locked type="number">1</locked>
				<name type="string">Werespider</name>
				<image type="image">
					<bitmap type="string">images/werespider.jpg</bitmap>
				</image>
			</img_werespider_jpg>
	</image>
	<reference>
		<npcdata>
				<arcaneooze>
					<locked type="number">1</locked>
					<name type="string">Arcane Ooze</name>
					<type type="string">ooze</type>
					<alignment type="string">unaligned</alignment>
					<size type="string">Huge</size>
					<ac type="number">7</ac>
					<actext type="string"></actext>
					<hp type="number">95</hp>
					<hd type="string">(10d12 + 30)</hd>
					<speed type="string">20 ft., climb 20 ft.</speed>
					<abilities>
						<strength>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</strength>
						<dexterity>
							<score type="number">5</score>
							<modifier type="string">-3</modifier>
						</dexterity>
						<constitution>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</constitution>
						<intelligence>
							<score type="number">1</score>
							<modifier type="string">-5</modifier>
						</intelligence>
						<wisdom>
							<score type="number">6</score>
							<modifier type="string">-2</modifier>
						</wisdom>
						<charisma>
							<score type="number">1</score>
							<modifier type="string">-5</modifier>
						</charisma>
					</abilities>
					<damageimmunities type="string">acid, cold, fire, lightning; slashing</damageimmunities>
					<conditionimmunities type="string">blinded, charmed, deafened, frightened, prone</conditionimmunities>
					<senses type="string">blindsight 60 ft. (blind beyond this radius), passive Perception 10</senses>
					<languages type="string">Understands but can't speak</languages>
					<cr type="string">6</cr>
					<xp type="number">2300</xp>
					<traits>
						<id-00001>
							<name type="string">Amorphous</name>
							<desc type="string">The ooze can move through a space as narrow as 1 inch wide without squeezing.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Corrosive Form</name>
							<desc type="string">A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch thick, nonmagical wood or metal in 1 round.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Flammable</name>
							<desc type="string">If the ooze is subjected to fire damage, it ignites.\rAt the start of each of the ooze's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects within 5 feet that aren't being worn or carried ignite. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Spider Climb</name>
							<desc type="string">The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</desc>
						</id-00004>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Pseudopod</name>
							<desc type="string">Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.</desc>
						</id-00001>
					</actions>
					<reactions>
						<id-00001>
							<name type="string">Spell Reflection</name>
							<desc type="string">If the ooze makes a successful saving throw against a spell, or a spell attack misses it, the ooze can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the ooze. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature</desc>
						</id-00001>
					</reactions>
					<token type="token">tokens/arcaneooze.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Arcane Ooze</h>
					<link class="imagewindow" recordname="image.img_arcaneooze_jpg">Image: Arcane Ooze</link>
					<p>An arcane ooze is a black pudding, magically enhanced by dwarven arcanists, which appears as a huge pile of oily, purple-black slime. These oozes are incredibly docile, often only attacking at the specific command of their creator. Some powerful dwarven mages can imbue commands within the ooze which last centuries, despite their complete lack of intelligence. Because of this, arcane oozes are often deployed as guards for treasure. </p>
					<p><b><i>Treasure Protectors.</i></b> Arcane oozes are most frequently encountered outside treasure hoards or other rooms that require long-term protection. Unlike other guard creatures, these oozes can persist for centuries with very little sustenance. Not only this, the oozes can slide through cracks in walls and floors, patrolling corridors and stairwells that other creatures would be incapable of. </p>
					<p><b><i>Spell Turning.</i></b> After much experimentation, dwarves finally managed to imbue a black pudding with a spell reflecting effect. This was achieved by feeding black puddings dozens of rings of spell turning. Eventually, the oozes absorbed the effect from these magic rings. Now, should a spell be cast against these oozes, there is a chance that the curse will be reflected straight back against the caster. </p>
					<p><b><i>Highly Flammable.</i></b> One of the oozes biggest flaws, which remained unnoticed by its dwarven creators, is that it is incredibly likely to catch fire. Although the ooze itself resists the damage, they can catch alight from the smallest spark, turning a corridor decorated with tapestries and rugs to a smoldering waste in a matter of moments. This feature has been exploited by canny adventurers, who set them alight from afar to cause distractions.</p>
					<h>Arcane Ooze Origins </h>
					<p>The Arcane Ooze first slid onto the DMs Guild in the adventure, 'Gauntlet of Flame' by the ever prolific JVC Parry.</p>
					<p>The party of brave heroes never saw it com- ing in this adventure, as the Arcane Ooze slowly, but surely, enveloped the fallen warriors.</p>

					</text>
				</arcaneooze>
				<beholdereyeofthedeep>
					<locked type="number">1</locked>
					<name type="string">Beholder, Eye Of The Deep</name>
					<type type="string">aberration</type>
					<alignment type="string">lawful evil</alignment>
					<size type="string">Large</size>
					<ac type="number">18</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">144</hp>
					<hd type="string">(16d10+48)</hd>
					<speed type="string">0 ft., swim 30 ft.</speed>
					<abilities>
						<strength>
							<score type="number">18</score>
							<modifier type="string">+4</modifier>
						</strength>
						<dexterity>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</dexterity>
						<constitution>
							<score type="number">17</score>
							<modifier type="string">+3</modifier>
						</constitution>
						<intelligence>
							<score type="number">12</score>
							<modifier type="string">+1</modifier>
						</intelligence>
						<wisdom>
							<score type="number">15</score>
							<modifier type="string">+2</modifier>
						</wisdom>
						<charisma>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</charisma>
					</abilities>
					<savingthrows type="string">Int +4, Wis +5, Cha +5</savingthrows>
					<skills type="string"> Perception +5</skills>
					<conditionimmunities type="string">prone</conditionimmunities>
					<senses type="string">darkvision 120 ft., passive Perception 15</senses>
					<languages type="string">Deep Speech, Aquan</languages>
					<cr type="string">8</cr>
					<xp type="number">3900</xp>
					<traits>
						<id-00001>
							<name type="string">Amphibious</name>
							<desc type="string">The eye of the deep can breathe air and water.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Blinding Cone</name>
							<desc type="string">The eye of the deep's central eye emits a 120foot cone of blinding light. At the start of each of its turns, the eye of the deep decides which way the cone faces and whether the cone is active. Creatures that start their turn in the cone must make a successful DC 14 Constitution saving throw or be blinded until the beginning of their next turn.</desc>
						</id-00002>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The eye of the deep makes three melee attacks, one with its bite and two with its pincers.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Bite</name>
							<desc type="string">Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Pincers</name>
							<desc type="string">Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 11 (2d6+4) slashing damage.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Eye Rays</name>
							<desc type="string">The eye of the deep shoots both of its magical eye rays, choosing targets for each it can see within 120 feet of it.\r1 Paralyzing Ray - The targeted creature must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\r2 Slowing Ray - The targeted creature must succeed on a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success</desc>
						</id-00004>
					</actions>
					<token type="token">tokens/beholdereyeofthedeep.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Beholder, Eye Of The Deep</h>
					<link class="imagewindow" recordname="image.img_beholdereyeofthedeep_jpg">Image: Beholder, Eye Of The Deep</link>
					<p>The Eye of the Deep is an offshoot of the beholder race spawned in the deepest chasms of the Plane of Water by some malevolent intelligence. It appears as a spherical crustacean, roughly eight feet across, with thick chitinous plates covering its bulk. A single central eye sits in its center from which it can emit a blinding light, particularly effective in the shadows of the Darkened Depths. It possesses two large pincers and a mouth full of crooked, razor-sharp teeth, which it uses to rend flesh from blinded or stunned opponents. Unlike a normal beholder, it only has two eye stalks, but both are tuned to help it hunt in the deep waters. </p>
					<p><b><i>Solitary Hunters.</i></b> Eyes of the Deep lurk in the aquatic depths of the Plane of Water, stalking prey for days on end when necessary. Like all beholders, they are xenophobic and each believes they are the pinnacle of beholder perfection. The darkness of their territory drives them to solitude, so rarely are they ever encountered with minions. </p>
					<p><b><i>Shiny Objects.</i></b> If an Eye of the Deep has one key weakness, it is for shiny objects. Their lairs are often decorated with the pilfered treasures of their past meals, but only if they reflect their blinding light. Mir rors are prized above all else \endash  they are shiny and they let the eye of the deep admire their own perfect form.</p>
					<h>Eye of the Deep Origins </h>
					<p>This deep dweller was first published in 'Codex of the Infinite Planes Vol 2: Plane of Water' by the prolific Dave Coulson.</p>
					</text>
				</beholdereyeofthedeep>
				<bonegiant>
					<locked type="number">1</locked>
					<name type="string">Bone Giant</name>
					<type type="string">undead</type>
					<alignment type="string">chaotic evil</alignment>
					<size type="string">Huge</size>
					<ac type="number">12</ac>
					<actext type="string"></actext>
					<hp type="number">145</hp>
					<hd type="string">(13d12 + 52)</hd>
					<speed type="string">10 ft.</speed>
					<abilities>
						<strength>
							<score type="number">21</score>
							<modifier type="string">+5</modifier>
						</strength>
						<dexterity>
							<score type="number">8</score>
							<modifier type="string">-1</modifier>
						</dexterity>
						<constitution>
							<score type="number">19</score>
							<modifier type="string">+4</modifier>
						</constitution>
						<intelligence>
							<score type="number">5</score>
							<modifier type="string">-3</modifier>
						</intelligence>
						<wisdom>
							<score type="number">8</score>
							<modifier type="string">-1</modifier>
						</wisdom>
						<charisma>
							<score type="number">5</score>
							<modifier type="string">-3</modifier>
						</charisma>
					</abilities>
					<savingthrows type="string">Str +8, Con +7</savingthrows>
					<damagevulnerabilities type="string">bludgeoning</damagevulnerabilities>
					<conditionimmunities type="string">blinded, charmed, exhaustion, paralyzed, poisoned</conditionimmunities>
					<senses type="string">blindsight 50 ft., passive Perception 10</senses>
					<languages type="string">Understands Common, Giant but can't speak</languages>
					<cr type="string">6</cr>
					<xp type="number">2300</xp>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The bone giant makes two bone club attacks.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Bone Club</name>
							<desc type="string">Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage</desc>
						</id-00002>
					</actions>
					<token type="token">tokens/bonegiant.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Bone Giant</h>
					<link class="imagewindow" recordname="image.img_bonegiant_jpg">Image: Bone Giant</link>
					<p>Unlike its smaller skeleton cousins, the Bone Giant the animated bones of a Hill Giant was not originally created using dark magic. Ulrich, the dwarven cleric of Lathandar, created the giant to guard a powerful magic item against evil forces. </p>
					<p><b>Lumbering Hulk. </b>The Bone Giant is a slow, yet powerful animation. Those who battle a Bone Giant had better keep their distance or risk being pummeled by a massive bone club. </p>
					<p><b>Grand Guardians. </b>Due to their slow speed, Bone Giants are typically only used in dungeons or as guardians. They don't make for good group troops seeing as how most other creatures walk three times faster than the white hulks. However, they do make practical guards in castles and other structures where movement is limited.</p>
					<h>Bone Giant Origins </h>
					<p>The Bone Giant first lumbered into the Guild in the adventure, 'The Throne of Bone' by storyteller extraordinaire Jeff C. Stevens.</p>
					<p>The Bone Giant acted as one of the final guardians of the Throne of Bone in this adventure.</p>
					</text>
				</bonegiant>
				<boundcolossus>
					<locked type="number">1</locked>
					<name type="string">Bound Colossus</name>
					<type type="string">elemental</type>
					<alignment type="string">lawful evil</alignment>
					<size type="string">Gargantuan</size>
					<ac type="number">17</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">396</hp>
					<hd type="string">(18d20 + 180)</hd>
					<speed type="string">0 ft.</speed>
					<abilities>
						<strength>
							<score type="number">26</score>
							<modifier type="string">+8</modifier>
						</strength>
						<dexterity>
							<score type="number">15</score>
							<modifier type="string">+2</modifier>
						</dexterity>
						<constitution>
							<score type="number">30</score>
							<modifier type="string">+10</modifier>
						</constitution>
						<intelligence>
							<score type="number">11</score>
							<modifier type="string">+0</modifier>
						</intelligence>
						<wisdom>
							<score type="number">16</score>
							<modifier type="string">3</modifier>
						</wisdom>
						<charisma>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</charisma>
					</abilities>
					<savingthrows type="string">Str +14, Con +16</savingthrows>
					<skills type="string"> Athletics +14</skills>
					<damageresistances type="string">acid; bludgeoning, piercing, and slashing from nonmagical weapons</damageresistances>
					<damagevulnerabilities type="string">thunder</damagevulnerabilities>
					<damageimmunities type="string">poison</damageimmunities>
					<conditionimmunities type="string">charmed, exhaustion, frightened, poisoned, prone, restrained, unconscious</conditionimmunities>
					<senses type="string">darkvision 120 ft., tremorsense 200 ft., passive Perception 13</senses>
					<languages type="string">Terran</languages>
					<cr type="string">21</cr>
					<xp type="number">33000</xp>
					<traits>
						<id-00001>
							<name type="string">Earth Glide</name>
							<desc type="string">The colossus can burrow through nonmagical, unworked earth and stone. While doing so, the colossus doesn't disturb the material it moves through.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Elasticity</name>
							<desc type="string">By morphing, the arms of the colossus can reach out to incredible distances. For every sixty feet, that is between the base of the colossus and its target, its attacks lose 1 die of damage to a minimum of 2.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Magic Resistance</name>
							<desc type="string">The magnetic field surrounding the colossus slightly bends the weave of magic around it, granting it advantage on saving throws against spells and other magical effects.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Magnetism</name>
							<desc type="string">The colossus emits its own magnetic field to a radius of 240 feet. If a creature that is wearing or carrying metal equipment enters this space or begins its turn there, they must make a DC 14 Strength saving throw. On a failure, they are drawn 30 feet closer to the base of the colossus. A creature who fails this saving throw may choose to drop the worn or carried items to automatically succeed on this check instead. If a creature hits the base of the colossus after failing this saving throw, they are restrained and must succeed a DC 14 Strength saving throw in order to escape.</desc>
						</id-00004>
						<id-00005>
							<name type="string">Multiple Arms</name>
							<desc type="string">The bound colossus has four arms. Each arm can be attacked (AC 17; 30 hit points; vulnerability to thunder damage). Destroying an arm deals 15 damage to the colossus.\rThe colossus can construct a new arm by using an action to pull one out of its body but it must have a free arm to do so.</desc>
						</id-00005>
						<id-00006>
							<name type="string">Siege Monster</name>
							<desc type="string">The colossus deals double damage to objects and structures.</desc>
						</id-00006>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The Bound Colossus makes as many slam or earthen grasp attacks as it has remaining arms.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Slam</name>
							<desc type="string">Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 26 (5d6+8) bludgeoning damage.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Earthen Grasp</name>
							<desc type="string">The colossus reaches through the ground and reaches for one creature within 5 feet of its hand. The target must succeed on a contested grapple check. On a failed check, the target takes 26 (5d6+8) bludgeoning damage and is restrained. On subsequent turns, the colossus can attempt to crush a restrained target, which must make a DC 22 Strength saving throw. The target takes 26 (5d6+8) on a failed save, or half as much damage on a successful one. A restrained target can use their action to attempt to escape by making another contested grapple check and succeeding.</desc>
						</id-00003>
					</actions>
					<legendaryactions>
						<id-00001>
							<name type="string">Options</name>
							<desc type="string">The Bound Colossus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Bound Colossus regains spent legendary actions at the start of its turn.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Attack</name>
							<desc type="string">The colossus makes one slam attack.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Magnetic Pulse (Costs 2 Actions)</name>
							<desc type="string">The colossus emits a sudden magnetic pulse (see Magnetism).</desc>
						</id-00003>
						<id-00004>
							<name type="string">Grow Arm (Costs 3 Actions)</name>
							<desc type="string">The colossus regrows one of the arms it has lost; it doesn't need a free arm in order to do so</desc>
						</id-00004>
					</legendaryactions>
					<token type="token">tokens/boundcolossus.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Bound Colossus</h>
					<link class="imagewindow" recordname="image.img_boundcolossus_jpg">Image: Bound Colossus</link>
					<p>The colossus is a weapon of elemental destruction created by the proto-gods in a bid for power over a realm where magic flowed raw, unbridled, and unchecked. Standing nearly forty feet tall when on its feet, the colossus dwarfs modern-day giants and is rivaled only by the sheer size of the tarrasque. The bipedal tower has a natural armor that resembles a mountainous landscape and gives off its own magnetic aura. As the gods settled into their portfolios, the need for these beings passed and they soon fell into obscurity. This bound specimen may very well be the last one in existence. </p>
					<p><b>Forgotten Master. </b>Although it is not clear why the colossus is bound to its location, tomes of old purport of a malicious wizard who may be the cause. Ancient scribes sought to omit his name, letting it fade into the annals of history, but do tell of a unique gemstone created through what must be a powerful variant of the imprisonment spell. Nicknamed &quot;Maximilian&quot; by the unlikeable master, the colossus served him as it did the gods; as a weapon. When the time came for the wizard to pass on, it was thought best for the realm if the weapon was put to rest alongside him. </p>
					<p><b>Earthen Grasp. </b>Spellcasters that know the spell Maximilian's Earthen Grasp regularly pay homage to this being, though not in the way they would expect. As the books tell, Maximilian was not pleased to be the puppet of a mere wizard and often attempted to reach out for the gemstone that kept the elemental in its prison. Though it seems unlikely, the legends state that the hand that bursts forth as a result of the casting of this spell is actually the hand of Maximilian, still in search of that gemstone. As the creator of Maximilian's Earthen Grasp, that was the wizard's legacy, the eternal taunting of a planar weapon. How foolish... </p>
					<h>Bound Colossus Origins </h>
					<p>The Bound Colossus was crafted by Andrew Morley and makes its debut here in this publication.</p>
					</text>
				</boundcolossus>
				<demonblight>
					<locked type="number">1</locked>
					<name type="string">Demon Blight</name>
					<type type="string">fiend</type>
					<alignment type="string">neutral evil</alignment>
					<size type="string">Medium</size>
					<ac type="number">16</ac>
					<actext type="string">(natural barkskin)</actext>
					<hp type="number">72</hp>
					<hd type="string">(9d10+27)</hd>
					<speed type="string">20 ft.</speed>
					<abilities>
						<strength>
							<score type="number">17</score>
							<modifier type="string">+3</modifier>
						</strength>
						<dexterity>
							<score type="number">9</score>
							<modifier type="string">-1</modifier>
						</dexterity>
						<constitution>
							<score type="number">17</score>
							<modifier type="string">+3</modifier>
						</constitution>
						<intelligence>
							<score type="number">8</score>
							<modifier type="string">-1</modifier>
						</intelligence>
						<wisdom>
							<score type="number">13</score>
							<modifier type="string">+1</modifier>
						</wisdom>
						<charisma>
							<score type="number">8</score>
							<modifier type="string">-1</modifier>
						</charisma>
					</abilities>
					<conditionimmunities type="string">blinded, deafened</conditionimmunities>
					<senses type="string">blindsight 60 ft., passive Perception 11</senses>
					<languages type="string">Understands Common, Infernal but can't speak</languages>
					<cr type="string">3</cr>
					<xp type="number">700</xp>
					<traits>
						<id-00001>
							<name type="string">Entangling Plants (Recharge 5-6)</name>
							<desc type="string">Grasping roots and vines sprout in a 15 ft. radius centered on the Demon Blight, withering away after one minute. For the duration, that area is difficult terrain for non-plant characters. In addition, when first invoked, each creature (as chosen by the Demon Blight) must succeed on a DC 12 Strength saving throw or become restrained. A creature restrained may take its action to free itself with a DC 12 Strength check, freeing itself or others entangled within reach on a success.</desc>
						</id-00001>
						<id-00002>
							<name type="string">False Appearance</name>
							<desc type="string">When the Demon Blight is motionless, it is indistinguishable from a dead shrub.</desc>
						</id-00002>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The Demon Blight can make 2 melee attacks per combat round OR 1 ranged attack.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Claw</name>
							<desc type="string">Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Constrict</name>
							<desc type="string">Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 11 (3d6 + 1) bludgeoning damage. If the target is medium or smaller, it is grappled (escape DC 13) and pulled 5 ft. toward the Demon Blight. Target is re-strained until grapple is broken</desc>
						</id-00003>
					</actions>
					<token type="token">tokens/demonblight.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Demon Blight</h>
					<link class="imagewindow" recordname="image.img_demonblight_jpg">Image: Demon Blight</link>
					<p>A Kaolahr, or Demon Blight, can blame its existence on druids with evil intent. Usually, these horrendous fiends are summoned during a ritual which combines the hatred for lush green forests, several blood sacrifices and the power from the roots of a Gulthias Tree. These creatures are then put to work protecting the Gulthias Tree's supplicant army as it spreads its evil across the land. </p>
					<p>Demon Blights move in an almost bi-pedal fashion, it's long branch-like arms and fists pushing and pulling it along with its trunk like legs. When hunched over the Demon Blight is approximately 6ft. in height, but when it stands tall and fully extends its body, it is more like 9 ft. Its appearance is very much a mass of animated branches, twigs and vines with pseudo wings and long twisting horns on its forehead. </p>
					<p>It does not speak, but it makes a clacking sound, which speeds up as it coils up ready to attack. This sound can be perceived on a DC 10 Wisdom (Perception) check, but its source cannot be determined, especially if a Kaolahr is motionless in large shrubs. </p>
					<h>Demon Blight Origins </h>
					<p>First seen in the best-selling adventure, 'The Tree of Blight' by Dreadful Dungeons. </p>
					<p>As the brave adventurers enter the Cursed Glade to confront the evil druidess, it is the Demon Blight that stalks in the party with deathly intent, maybe to their demise.</p>

					</text>
				</demonblight>
				<eelfolk>
					<locked type="number">1</locked>
					<name type="string">Eelfolk</name>
					<type type="string">humanoid (eelfolk)</type>
					<alignment type="string">chaotic evil</alignment>
					<size type="string">Medium</size>
					<ac type="number">15</ac>
					<actext type="string">(hide armor, shield)</actext>
					<hp type="number">19</hp>
					<hd type="string">(3d8 + 6)</hd>
					<speed type="string">30 ft., swim 40 ft.</speed>
					<abilities>
						<strength>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</strength>
						<dexterity>
							<score type="number">13</score>
							<modifier type="string">+1</modifier>
						</dexterity>
						<constitution>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</constitution>
						<intelligence>
							<score type="number">6</score>
							<modifier type="string">-2</modifier>
						</intelligence>
						<wisdom>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</wisdom>
						<charisma>
							<score type="number">7</score>
							<modifier type="string">-2</modifier>
						</charisma>
					</abilities>
					<skills type="string"> Stealth +3</skills>
					<damageimmunities type="string">lightning</damageimmunities>
					<senses type="string">blindsight 60 ft., passive Perception 10</senses>
					<languages type="string"></languages>
					<cr type="string">1/2</cr>
					<xp type="number">100</xp>
					<traits>
						<id-00001>
							<name type="string">Death Burst</name>
							<desc type="string">When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Hold Breath</name>
							<desc type="string">The eelfolk can hold its breath for 1 hour.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Lunge</name>
							<desc type="string">If the eelfolk moves at least 20 feet straight toward a target and then hits it with a long knife attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</desc>
						</id-00003>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Long Knife</name>
							<desc type="string">Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.</desc>
						</id-00001>
					</actions>
					<token type="token">tokens/eelfolk.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Eelfolk</h>
					<link class="imagewindow" recordname="image.img_eelfolk_jpg">Image: Eelfolk</link>
					<p>Eelfolk are a piscine race with rubbery skin and patterned coloration meant to provide camouflage amid shifting underwater light. They slink and hunt through caves and shoals, carving out territory in bursts of aggressive expansion. Eelfolk often lair along shorelines and submerged caverns, never too far from the surface where they must occasionally gulp great mouthfuls of air. </p>
					<p><b>Ambushers. </b>Eelfolk keep to the fringes of the sea and ambush any who encroach upon their territory. While hunting, they prefer to lie in wait for prey to draw close before lunging out to attack. Two pouches behind their necks generate an electrical charge they use to sense their quarry, even in the murkiest depths. </p>
					<p><b>Storm Worshippers. </b>Eelfolk worship the squalls of the sea as though they were gods, viewing all storms as divinely inspired. Sailors at sea have reported seeing dozens of eelfolk cavorting through the water during tempests. </p>
					<p><b>Growing Pains. </b>Eelfolk grow larger and more powerful with age, shifting from stealthy hunters to vicious brutes. Fully matured eelfolk grow extra electrical pouches that cover their bodies in crackling energy. These scourges are more cunning and aggressive than their younger brethren. They lead surprise raids along shoreline settlements in order to satiate their ever-growing hunger for violence and food. </p>
					<p><b>Storm's Fury. </b>During raging ocean storms, the strongest and most cunning eelfolk fight with each other to throw themselves in the path of a lightning strike. Rarely, one lucky creature will be enveloped in a great blast of energy. The lighting burns the eelfolk's bulky body away, replacing it with a gaunt form housing magnificent power. These eelfolk stormcallers gain the ability to channel the tempest's might, summoning lightning bolts and gales of wind to pummel their foes. </p>
					<h>Eelfolk Origins </h>
					<p>The eelfolk were originally used as insidious invaders in 'The Secrets of Skyhorn Lighthouse' by Kelsey Dionne.</p>

					</text>
				</eelfolk>
				<fireflygolem>
					<locked type="number">1</locked>
					<name type="string">Firefly Golem</name>
					<type type="string">beast</type>
					<alignment type="string">unaligned</alignment>
					<size type="string">Large</size>
					<ac type="number">14</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">75</hp>
					<hd type="string">(10d8+30)</hd>
					<speed type="string">30 ft.</speed>
					<abilities>
						<strength>
							<score type="number">20</score>
							<modifier type="string">+5</modifier>
						</strength>
						<dexterity>
							<score type="number">12</score>
							<modifier type="string">+1</modifier>
						</dexterity>
						<constitution>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</constitution>
						<intelligence>
							<score type="number">8</score>
							<modifier type="string">-1</modifier>
						</intelligence>
						<wisdom>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</wisdom>
						<charisma>
							<score type="number">12</score>
							<modifier type="string">+1</modifier>
						</charisma>
					</abilities>
					<savingthrows type="string">Con +6, Wis +1</savingthrows>
					<skills type="string"> Athletics +8</skills>
					<conditionimmunities type="string">charmed, frightened, paralyzed, prone, restrained, stunned</conditionimmunities>
					<senses type="string">passive Perception 10</senses>
					<languages type="string">Understands Sylvan but can't speak</languages>
					<cr type="string">6</cr>
					<xp type="number">2300</xp>
					<traits>
						<id-00001>
							<name type="string">Immutable Form</name>
							<desc type="string">The firefly golem is immune to any spell or effect that would alter its form.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Magic Weapons</name>
							<desc type="string">The firefly golem's attacks are considered magical for overcoming magic resistances.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Regeneration</name>
							<desc type="string">The firefly golem regains 10 hit points at the start of its turn if it has at least 1 hit point. If it takes fire damage, this trait doesn't function at the start of its next turn.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Sudden Reform</name>
							<desc type="string">As a bonus action, the firefly golem splits into hundreds of tiny insects, flies away 30 ft. and takes its physical form once more without provoking attacks of opportunity.</desc>
						</id-00004>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The firefly golem makes two slam attacks.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Slam</name>
							<desc type="string">Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 5 (2d4) poison damage</desc>
						</id-00002>
					</actions>
					<token type="token">tokens/fireflygolem.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Firefly Golem</h>
					<link class="imagewindow" recordname="image.img_fireflygolem_jpg">Image: Firefly Golem</link>
					<p>Legends describe Dareu, the Queen of Forests, as awe-inspiring, possessing such beauty that weak beings go blind from beholding her countenance. A popular legend tells the story of her mercy and gratitude, and how she gives back sight to loyal pilgrims who travel to her oak castle just to see her. Queen Dareu is often seen visiting the Material Plane in the form of a grand white unicorn. She travels the lands healing wounded beasts and sometimes the lesser races with her healing powers. </p>
					<p>Queen Dareu crafted a powerful artifact eons before elves roamed the land; a mighty goblet that she infused with the life-force of a dying Archfey just like herself. This was the Queen of Bees and Insects, Anaralla. She perished from her wounds in one of the Feywild wars, with her spirit and might preserved in a new form, inside a magical goblet. The Goblet of Fireflies is the only way to create a firefly golem. </p>
					<p>A firefly golem is not a construct or even solid. They are actually swarms of fireflies with the gift of sentience. Each insect is nothing but an appendage while the swarm is intelligent and sentient. The firefly golem is usually dispersed and only coalesces into golem form when it needs to perform its creator's will. Queen Dareu created hundreds of firefly golems and gave them tasks. Most of them serve their queen as guardians and protectors. A few have been stolen and repurposed for other nefarious things. </p>
					<p><b>Swarm Density. </b>When a swarm of fire flies gets together to form the firefly golem, the insects are so tightly packed that they form a full physical being. The firefly golem's abilities and attacks are only available to it once it takes physical form. </p>
					<p><b>Insect Intelligence. </b>Firefly golems are somewhat intelligent but are unable to abandon their insect-like nature. The only language they understand is sylvan but they cannot speak it. </p>
					<p><b>Territorial Nature. </b>Firefly golems are fear some protectors. The area they guard is their sole priority. It is not apparent to the observer that the place is closely guarded because the fireflies are dispersed, but as soon as a threat arises, the firefly golem condenses into physical form and attacks. </p>
					<h>Firefly Golem Origins </h>
					<p>Cartographer mastermind, Elven Tower, brings us this massive swarm of insect goodness, originating in the adventure, 'Goblet of Fireflies'. </p>
					<p>Firefly golems were created to protect the Goblet of Fireflies for eternity.</p>

					</text>
				</fireflygolem>
				<junglewalker>
					<locked type="number">1</locked>
					<name type="string">Jungle Walker</name>
					<type type="string">aberration</type>
					<alignment type="string">unaligned</alignment>
					<size type="string">Large</size>
					<ac type="number">18</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">135</hp>
					<hd type="string">(18d10+36)</hd>
					<speed type="string">0 ft., fly 35 ft. (hover)</speed>
					<abilities>
						<strength>
							<score type="number">12</score>
							<modifier type="string">+1</modifier>
						</strength>
						<dexterity>
							<score type="number">15</score>
							<modifier type="string">+2</modifier>
						</dexterity>
						<constitution>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</constitution>
						<intelligence>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</intelligence>
						<wisdom>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</wisdom>
						<charisma>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</charisma>
					</abilities>
					<savingthrows type="string">Int +6, Wis +5, Cha +6</savingthrows>
					<conditionimmunities type="string">charmed, deafened, frightened, grappled, prone</conditionimmunities>
					<senses type="string">blindsight 60 ft., darkvision 60 ft., passive Perception 12</senses>
					<languages type="string">--</languages>
					<cr type="string">8</cr>
					<xp type="number">3900</xp>
					<traits>
						<id-00001>
							<name type="string">Frightful Presence</name>
							<desc type="string">Each creature that can see the jungle walker at the start of its turn must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jungle walker's Frightful Presence for the next 24 hours.</desc>
						</id-00001>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The jungle walker makes two attacks with its tendrils.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Tendril</name>
							<desc type="string">Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4+3) slashing damage plus an additional 7 (2d6) psychic damage.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Deafening Chimes</name>
							<desc type="string">The jungle walker's piping wail reaches excruciating levels for a brief moment. Each creature within 30 feet of the jungle-walker who can hear it must succeed on a DC 14 Wisdom saving throw or take 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.</desc>
						</id-00003>
					</actions>
					<legendaryactions>
						<id-00001>
							<name type="string">Options</name>
							<desc type="string">The jungle walker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The jungle walker regains spent legendary actions at the start of its turn.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Possess Jungle</name>
							<desc type="string">The jungle walker makes a tendril attack against an enemy within 120 feet of it, possessing mundane a mundane plant.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Discordant Pulse (Costs 2 Actions)</name>
							<desc type="string">The jungle walker makes its Deafening Chimes action, though creatures make their saving throw with advantage</desc>
						</id-00003>
					</legendaryactions>
					<token type="token">tokens/junglewalker.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Jungle Walker</h>
					<link class="imagewindow" recordname="image.img_junglewalker_jpg">Image: Jungle Walker</link>
					<p>In the deepest, wildest jungles of the world, fearful tales surround creatures who let no man or beast survive their presence. </p>
					<p><b>Otherworldly Beings. </b>Known only as Jungle Walkers, these alien entities are marked by the unearthly chiming that resounds throughout the area as they move. The few who have actually seen these creatures and lived to tell about it describe not a creature that walks, but one that hovers strangely over the ground. The hunched, oval-shaped thing is covered in an insect's chitinous plates and sets of dark, glassy eyes gleam with a hungering intelligence. No mouth or mandible is visible; only wet tendrils that sway and search from below those dark eyes. </p>
					<p><b>Tropical Terrors. </b>Those that overhear such stories scoff, remarking that these creatures are only the stuff of legend. But on the rare and dark nights when the chimes can be heard, these brave doubters still douse their fires and pray that it stays away. </p>
					<h>Jungle Walker Origins </h>
					<p>Created by Alex Clippinger, this creature was first used as the legendary Chultan entity known as Uluu Thalongh in the adventure, 'It Walks the Jungle at Night'.</p>

					</text>
				</junglewalker>
				<kenning>
					<locked type="number">1</locked>
					<name type="string">Kenning</name>
					<type type="string">fey</type>
					<alignment type="string">chaotic good</alignment>
					<size type="string">Medium</size>
					<ac type="number">13</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">30</hp>
					<hd type="string">(4d10 + 8)</hd>
					<speed type="string">10 ft., fly 80 ft.</speed>
					<abilities>
						<strength>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</strength>
						<dexterity>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</dexterity>
						<constitution>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</constitution>
						<intelligence>
							<score type="number">8</score>
							<modifier type="string">-1</modifier>
						</intelligence>
						<wisdom>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</wisdom>
						<charisma>
							<score type="number">8</score>
							<modifier type="string">-1</modifier>
						</charisma>
					</abilities>
					<skills type="string"> Perception +4</skills>
					<senses type="string">passive Perception 14</senses>
					<languages type="string">Common, Sylvan</languages>
					<cr type="string">1</cr>
					<xp type="number">200</xp>
					<traits>
						<id-00001>
							<name type="string">Keen Sight</name>
							<desc type="string">The kenning has advantage on Wisdom (Perception) checks that rely on sight.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Pack Tactics</name>
							<desc type="string">The kenning has advantage on an attack roll against a creature if at least one of the kenning's allies is within 5 feet of the creature and the ally isn't incapacitated.</desc>
						</id-00002>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The kenning makes two attacks. one with its beak, and one with its claws.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Beak</name>
							<desc type="string">Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Claws</name>
							<desc type="string">Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage</desc>
						</id-00003>
					</actions>
					<token type="token">tokens/kenning.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Kenning</h>
					<link class="imagewindow" recordname="image.img_kenning_jpg">Image: Kenning</link>
					<p>Kennings are known as protectors of sylvan forests. They are giant ravens that communicate with each other using their own language. </p>
					<p><b>Giant Aerial Protectors</b>. These creatures are similar to giant eagles in size. They understand but cannot speak Common and Sylvan. They usually patrol the treetops at the fringes of sylvan forests looking for trespassers. </p>
					<p><b>Flocking Birds. </b>If intruders are caught defiling a protected forest, kennings will band together and attack as a flock. They will also send one or more of their number to alert local druids or elves to perceived threats. </p>
					<h>Kenning Origins </h>
					<p>The Kenning was created by DMs Guild veteran, Scott Bean, and makes its debut here in this publication.</p>

					</text>
				</kenning>
				<koboldaircavalry>
					<locked type="number">1</locked>
					<name type="string">Kobold Air Cavalry</name>
					<type type="string">humanoid (half green dragon winged kobold)</type>
					<alignment type="string">lawful evil</alignment>
					<size type="string">Small</size>
					<ac type="number">16</ac>
					<actext type="string">(studded leather armor)</actext>
					<hp type="number">44</hp>
					<hd type="string">(8d6+16)</hd>
					<speed type="string">30 ft., fly 50 ft.</speed>
					<abilities>
						<strength>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</strength>
						<dexterity>
							<score type="number">18</score>
							<modifier type="string">+4</modifier>
						</dexterity>
						<constitution>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</constitution>
						<intelligence>
							<score type="number">12</score>
							<modifier type="string">+1</modifier>
						</intelligence>
						<wisdom>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</wisdom>
						<charisma>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</charisma>
					</abilities>
					<senses type="string">blindsight 10 ft., darkvision 60 ft., passive Perception 2</senses>
					<languages type="string">Common, Draconic</languages>
					<cr type="string">2</cr>
					<xp type="number">450</xp>
					<traits>
						<id-00001>
							<name type="string">Pack Tactics</name>
							<desc type="string">The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Quickload</name>
							<desc type="string">The kobold ignores the loading quality of light crossbows.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Strafing Run</name>
							<desc type="string">When flying, the kobold can take the Dash action as a bonus action on its turn.</desc>
						</id-00003>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The kobold makes two attacks with its light crossbow.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Light Crossbow</name>
							<desc type="string">Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Short Sword</name>
							<desc type="string">Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Breath Weapon (Recharge 5-6)</name>
							<desc type="string">The kobold exhales a breath weapon based upon its color type. Each creature in the area of effect must make a DC 11 saving throw dependent on color type, taking 21 (6d6) damage on a failed saving throw, or half as much damage on a successful one</desc>
						</id-00004>
					</actions>
					<token type="token">tokens/koboldaircavalry.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Kobold Air Cavalry</h>
					<link class="imagewindow" recordname="image.img_koboldaircavalry_jpg">Image: Kobold Air Cavalry</link>
					<p>Kobolds come in many shapes and sizes, many of which have been detailed in other publications. There are a few kobold groups, however, that seem to have flown under the radar of those who study their culture and habitat. The following is a detailed study of one such group within the kobold society. </p>
					<p><b><i>Kobold Air Cavalry.</i></b> Kobold's adoration of dragons is as ancient as the origin of Kurtulmak, and kobolds are known to provide service, and worship, to dragon kind. Occasionally a dragon may see fit to reward a tribe of kobolds with a momentous boon \endash  a clutch of kobold/dragon hybrid eggs. Strong and agile winged kobolds with breath weapons are the result. </p>
					<p><b>Table: Breath weapon, resistance, and save type per color</b></p>
					<table>
						<tr>
							<td>Color</td>
							<td>Damage and Resistance Type</td>
							<td>Save Type</td>
						</tr>
						<tr>
							<td>Black</td>
							<td>Acid</td>
							<td>Dexterity</td>
						</tr>
						<tr>
							<td>Blue</td>
							<td>Lightning</td>
							<td>Dexterity</td>
						</tr>
						<tr>
							<td>Red</td>
							<td>Fire</td>
							<td>Dexterity</td>
						</tr>
						<tr>
							<td>Green</td>
							<td>Poison</td>
							<td>Constitution</td>
						</tr>
						<tr>
							<td>White</td>
							<td>Cold</td>
							<td>Constitution</td>
						</tr>
					</table>
					<h>Killer Kobolds Origins </h>
					<p>The Killer Kobolds were first discovered in the aptly titled, bestselling and most deadly adventure, 'Killer Kobolds' by the storyteller extraordinaire, Tony Petrecca. </p>
					<p>In this adventure Kobold Air Cavalry, Kobold Commandos, and their deadly drakes use devastating and devious tactics to terrorize PCs throughout.</p>

					</text>
				</koboldaircavalry>
				<mindflayercenomorph>
					<locked type="number">1</locked>
					<name type="string">Mind Flayer Cenomorph</name>
					<type type="string">aberration</type>
					<alignment type="string">lawful evil</alignment>
					<size type="string">Medium</size>
					<ac type="number">11</ac>
					<actext type="string"></actext>
					<hp type="number">36</hp>
					<hd type="string">(8d8)</hd>
					<speed type="string">20 ft.</speed>
					<abilities>
						<strength>
							<score type="number">9</score>
							<modifier type="string">-1</modifier>
						</strength>
						<dexterity>
							<score type="number">12</score>
							<modifier type="string">+1</modifier>
						</dexterity>
						<constitution>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</constitution>
						<intelligence>
							<score type="number">15</score>
							<modifier type="string">+2</modifier>
						</intelligence>
						<wisdom>
							<score type="number">15</score>
							<modifier type="string">+2</modifier>
						</wisdom>
						<charisma>
							<score type="number">15</score>
							<modifier type="string">+2</modifier>
						</charisma>
					</abilities>
					<skills type="string"> Perception +4, Stealth +3</skills>
					<senses type="string">darkvision 120 ft., passive Perception 14</senses>
					<languages type="string">Deep Speech, telepathy 60 ft.</languages>
					<cr type="string">3</cr>
					<xp type="number">700</xp>
					<traits>
						<id-00001>
							<name type="string">Innate Spellcasting</name>
							<desc type="string">The mind flayer cenomorph's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:\rAt will: detect thoughts</desc>
						</id-00001>
						<id-00002>
							<name type="string">Magic Resistance</name>
							<desc type="string">The mind flayer cenomorph has advantage on saving throws against spells and other magical effects.</desc>
						</id-00002>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Tentacles</name>
							<desc type="string">Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit:15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 10) and must succeed on a DC 12 Intelligence saving throw or be stunned until the grapple ends.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Mind Blast (Recharge 6)</name>
							<desc type="string">Each creature in a 60-foot cone emanating from the mind flayer cenomorph must succeed on a DC 12 Intelligence saving throw or take 16 (3d8+2) psychic damage and be stunned for 1 minute. A creature may repeat the save at the end of each of its turns, ending the effect on itself on a success.</desc>
						</id-00002>
					</actions>
					<token type="token">tokens/mindflayercenomorph.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Mind Flayer Cenomorph</h>
					<link class="imagewindow" recordname="image.img_mindflayercenomorph_jpg">Image: Mind Flayer Cenomorph</link>
					<p>The Mind Flayer Cenomorph represents the stage in an Illithid's life while it is in mid-metamorphosis from its initial humanoid form to that of an adult Mind Flayer. These wretches still retain some of the physical traits of their previous species, giving them a wholly disturbing and foul appearance. Their flesh is twisted and stretched as juvenile tentacles emerge from their faces. Their skin is moist and runny, in places sloughing off on a sheet of mucus, with the gray, lumpy skin of the illithid emerging from beneath. </p>
					<p><b>Agony and Confusion. </b>The Mind Flayer Cenomorph is in the process of a transformation that is both physical and mental in nature. As such, the Cenomorph spends much of its time confused and enraged. Much of the time, the adult Mind Flayers of the colony will leave the Cenomorphs in isolation as the last vestiges of their humanoid life fade into madness and change. However, if the Cenomorphs are needed for some purpose, the adult Illithids will calm them psionically. The transformation is incredibly painful for the Cenomorph, so much so that some do not survive the process. </p>
					<h>Mindflayer Cenomorph Origins </h>
					<p>The Mind Flayer Cenomorph was made by Travis Legge and makes its debut here in this publication.</p>
					<p><b><i>Innate Spellcasting.</i></b> The mind flayer cenomorph's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:</p>
					<table>
						<tr decoration="underline"><td><b># Of Casts</b></td><td colspan="5"><b>Spells</b></td></tr>
						<tr><td>At will</td><td colspan="5">detect thoughts</td></tr>
					</table>

					</text>
				</mindflayercenomorph>
				<oozedragon>
					<locked type="number">1</locked>
					<name type="string">Ooze Dragon</name>
					<type type="string">dragon (ooze)</type>
					<alignment type="string">unaligned</alignment>
					<size type="string">Huge</size>
					<ac type="number">18</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">172</hp>
					<hd type="string">(15d12+75)</hd>
					<speed type="string">20 ft., climb 20 ft.</speed>
					<abilities>
						<strength>
							<score type="number">23</score>
							<modifier type="string">+6</modifier>
						</strength>
						<dexterity>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</dexterity>
						<constitution>
							<score type="number">21</score>
							<modifier type="string">+5</modifier>
						</constitution>
						<intelligence>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</intelligence>
						<wisdom>
							<score type="number">13</score>
							<modifier type="string">+1</modifier>
						</wisdom>
						<charisma>
							<score type="number">17</score>
							<modifier type="string">+3</modifier>
						</charisma>
					</abilities>
					<savingthrows type="string">Dex +5, Con +10, Wis +6, Cha +8</savingthrows>
					<skills type="string"> Perception +11</skills>
					<damageimmunities type="string">acid, lightning</damageimmunities>
					<senses type="string">blindsight 120 ft., passive Perception 21</senses>
					<languages type="string">Common, Draconic</languages>
					<cr type="string">20</cr>
					<xp type="number">25000</xp>
					<traits>
						<id-00001>
							<name type="string">Legendary Resistance (3/Day)</name>
							<desc type="string">If the dragon fails a saving throw, it can choose to succeed instead.</desc>
						</id-00001>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The dragon can use its Amorphous Presence. It then makes three attacks. one with its bite and two with its claws.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Bite</name>
							<desc type="string">Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 11 (2d4+6 ) piercing damage plus 7 (2d6) acid damage.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Claw</name>
							<desc type="string">Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 8 (1d4+6) slashing damage plus 5 (2d4) acid damage.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Tail</name>
							<desc type="string">Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 15 (2d8+6) bludgeoning damage.</desc>
						</id-00004>
						<id-00005>
							<name type="string">Amorphous Presence</name>
							<desc type="string">Each creature, of the dragon's choice, that is within 5 feet of the dragon must succeed on a DC 18 Dexterity saving throw. On a successful save, nothing happens. On a failed save, the creature takes 14 (4d6) acid damage and is engulfed within the dragons form. Engulfed creatures cannot breathe, are grappled and restrained, and take 28 (8d6) acid damage at the start of each of the dragons turns.\rAn engulfed creature can try to escape by taking an action to make a DC 18 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the dragon.</desc>
						</id-00005>
						<id-00006>
							<name type="string">Digesting Breath (Recharge 5-6)</name>
							<desc type="string">The dragon exhales gelatinous ooze in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much on a successful save. Any nonmagical weapons or armor that is worn by a creature that fails the save begin to corrode, taking a permanent and cumulative -1 penalty to either damage or AC dependant on the item.</desc>
						</id-00006>
					</actions>
					<reactions>
						<id-00001>
							<name type="string">Split</name>
							<desc type="string">When the dragon that is Huge or larger would take more than 30 lightning or slashing damage from one spell or attack, it splits into two new dragons. Each new dragon has hit points equal to half of the original dragon at the point of it splitting, rounded down. New dragons are one size smaller than the original dragon. Any creatures under the effects of the dragons Amorphous Presence are freed.</desc>
						</id-00001>
					</reactions>
					<legendaryactions>
						<id-00001>
							<name type="string">Options</name>
							<desc type="string">The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Detect</name>
							<desc type="string">The dragon makes a Wisdom (Perception) check.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Tail Attack</name>
							<desc type="string">The dragon makes a tail attack.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Loose Form (Costs 2 Actions)</name>
							<desc type="string">The dragon loses its defined shape and spreads out as a pool of acidic ooze. Each creature within 60ft of the dragons current position must make a DC 18 Dexterity saving throw or take 14 (4d6) acid damage and have their movement speed halved whi1st in this effect. In this form, the dragon can no longer attack and has its speed reduced to 0. At the beginning of its next turn, the dragon reforms in the space it occupied prior to activating this action. Any creatures under the effects of the dragons Amorphous Presence are freed.</desc>
						</id-00004>
					</legendaryactions>
					<token type="token">tokens/oozedragon.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Ooze Dragon</h>
					<link class="imagewindow" recordname="image.img_oozedragon_jpg">Image: Ooze Dragon</link>
					<p>No matter the difference in honor between chromatic and metallic dragons, one would be hard-pressed to argue that they aren't noble creatures. The inverse is true of the Ooze Dragon; a being so strange that not even the ever-changing layers of Limbo could spit it out. Only one ooze dragon is known to exist, born as an experiment of a crazed alchemist who sought to create a weapon so powerful none could oppose them. Over years of work and arcane horrors, a wyrmlings flesh and blood was warped to become translucent and gelatinous. The dragon was driven mad by this process, however, eventually killing its creator and escaping into the wild. </p>
					<p><b>Digestive Tactics. </b>Those few who claim to have met with the Ooze Dragon, and lived to tell the tell the tale, usually do not come back whole. Due to its amorphous body, the ooze dragon can absorb creatures and eat away at their flesh with its caustic ichor, melting those who cannot escape within minutes. Trails of half-digested flora and fauna can be found in the wake of the dragon and entire skeletons are commonly found here too. </p>
					<p><b>Terrible Reminder. </b>The body of the ooze dragon is entirely molded out of a translucent blue gel that loosely grips the last remaining elements of a vestigial skeleton. An entire skull is present but missing its bottom jaw, its spine and ribcage float aimlessly in its malformed torso and the claws in its feet remain. Empty eye sockets peer out of the skull but it is clear the creature can still see. In the center of the beast, a large heart has ceased beating and crystallized into a deep red gem that glistens in the light. </p>
					<p><b>Without Purpose. </b>None are sure what the ooze dragon wants, but most agree that neither does the dragon itself. It takes no permanent lair, does not attempt to communicate with other dragons and seems to have no interest in collecting treasure or relics of importance. It ignores humanoids when it can and swiftly deals with any threats without attempting diplomacy. Most regard it as a force of nature now and simply try to stay out of its way, but others have noticed from its pattern of movement that it seems to be searching for something; no one knows quite what. </p>
					<h>Ooze Dragon Origins </h>
					<p>The Ooze Dragon was created by Beeholder Press (S.G. Tillings) and makes its debut here in this publication.</p>

					</text>
				</oozedragon>
				<stormhound>
					<locked type="number">1</locked>
					<name type="string">Storm Hound</name>
					<type type="string">elemental</type>
					<alignment type="string">lawful evil</alignment>
					<size type="string">Medium</size>
					<ac type="number">15</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">45</hp>
					<hd type="string">(7d8 + 14)</hd>
					<speed type="string">50 ft.</speed>
					<abilities>
						<strength>
							<score type="number">17</score>
							<modifier type="string">+3</modifier>
						</strength>
						<dexterity>
							<score type="number">12</score>
							<modifier type="string">+1</modifier>
						</dexterity>
						<constitution>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</constitution>
						<intelligence>
							<score type="number">6</score>
							<modifier type="string">-2</modifier>
						</intelligence>
						<wisdom>
							<score type="number">13</score>
							<modifier type="string">+1</modifier>
						</wisdom>
						<charisma>
							<score type="number">6</score>
							<modifier type="string">-2</modifier>
						</charisma>
					</abilities>
					<skills type="string"> Perception +3</skills>
					<damageimmunities type="string">lightning</damageimmunities>
					<senses type="string">passive Perception 13</senses>
					<languages type="string">Understands Primordial but can't speak</languages>
					<cr type="string">2</cr>
					<xp type="number">450</xp>
					<traits>
						<id-00001>
							<name type="string">Keen Hearing And Smell</name>
							<desc type="string">The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Pack Tactics</name>
							<desc type="string">The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.</desc>
						</id-00002>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Bite</name>
							<desc type="string">Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) lightning damage.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Lightning Breath (Recharge 5-6)</name>
							<desc type="string">The hound exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much on a successful one.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Thunderous Transport (Recharge 4-6)</name>
							<desc type="string">The storm hound turns into a bolt of lightning and magically teleports up to 40 feet to an unoccupied space it can see.\rUpon arrival, a thunderous force explodes from the storm hound. Each creature in a 15-foot cube originating from the storm hound must succeed on a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed 10 feet away from the storm hound. On a successful save, a target takes half damage and isn't pushed.\rIn addition, unsecured objects that are completely within the area are automatically pushed 10 feet away from the storm hound. Using this action emits a thunderous boom audible out to 300 feet</desc>
						</id-00003>
					</actions>
					<token type="token">tokens/stormhound.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Storm Hound</h>
					<link class="imagewindow" recordname="image.img_stormhound_jpg">Image: Storm Hound</link>
					<p>Storm Hounds are companions often used by the Aarakocra. These wolf-like creatures appear to be made of wisps of cloud-like smoke with crackling lightning constantly surging through their bodies. They are often used to hunt down foes, gather meat for meals, or just additional protection. When found in the wild they quickly become vicious. </p>
					<p><b>Elemental Forces. </b>Storm hounds are beings of pure elemental force, who mimic their element to a key. Storm hounds have tempers that seem to appear like thunderous squalls, surging throughout an area in tempestuous rages. These elementals have the ability to teleport as a bolt of lighting, smashing through buildings, markets and people without thought. </p>
					<h>Storm Hound Origins </h>
					<p>The Storm Hound was created by Justin Handlin and makes its debut here in this publication.</p>

					</text>
				</stormhound>
				<tempestbeast>
					<locked type="number">1</locked>
					<name type="string">Tempest Beast</name>
					<type type="string">beast</type>
					<alignment type="string">unaligned</alignment>
					<size type="string">Large</size>
					<ac type="number">15</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">102</hp>
					<hd type="string">(12d10+36)</hd>
					<speed type="string">30 ft., swim 30 ft.</speed>
					<abilities>
						<strength>
							<score type="number">18</score>
							<modifier type="string">+4</modifier>
						</strength>
						<dexterity>
							<score type="number">15</score>
							<modifier type="string">+2</modifier>
						</dexterity>
						<constitution>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</constitution>
						<intelligence>
							<score type="number">2</score>
							<modifier type="string">-4</modifier>
						</intelligence>
						<wisdom>
							<score type="number">12</score>
							<modifier type="string">+1</modifier>
						</wisdom>
						<charisma>
							<score type="number">5</score>
							<modifier type="string">-3</modifier>
						</charisma>
					</abilities>
					<skills type="string"> Perception +3, Stealth +4</skills>
					<damageimmunities type="string">lightning</damageimmunities>
					<senses type="string">passive Perception 13</senses>
					<languages type="string">--</languages>
					<cr type="string">4</cr>
					<xp type="number">1100</xp>
					<traits>
						<id-00001>
							<name type="string">Charged Body</name>
							<desc type="string">A creature that touches the tempest beast or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. This damage is increased by 4 (1d6) if the creature is at least partially submerged in water.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Hold Breath</name>
							<desc type="string">The tempest beast can hold its breath for one hour.</desc>
						</id-00002>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The tempest beast makes two attacks. one with its bite and one with its claws.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Bite</name>
							<desc type="string">Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+4) piercing damage.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Claws</name>
							<desc type="string">Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Thunderous Sweep (Recharge 6)</name>
							<desc type="string">Two creatures within 10 feet of each other and five feet of the tempest beast must succeed in a DC 14 Dexterity saving throw. On a failed save, the target takes 9 (2d4+4) slashing damage and 4 (1d6) thunder damage and is pushed 10 feet away from the tempest beast. If successful, the target takes half the damage and is not pushed back</desc>
						</id-00004>
					</actions>
					<token type="token">tokens/tempestbeast.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Tempest Beast</h>
					<link class="imagewindow" recordname="image.img_tempestbeast_jpg">Image: Tempest Beast</link>
					<p>These dinosaur-like creatures resemble large crocodiles but with shorter snouts and longer necks. They have a ridge of blue plates running down their backs and a gaping maw containing rows of sharp teeth. Their initial proximity to magic imbued in them elemental power, which was then bred into the species. </p>
					<p><b>Shock &amp; Awe. </b>Tempest beasts are aware of their elemental powers and make ample use of their unique capabilities in order to slay their prey. With being dangerous while in water, tempest beasts usually lie in wait on shores or within shallow water. Once their target gets too close, they home in on their target. </p>
					<p><b>Caring Mothers. </b>Despite their ferocious behavior, tempest beast mothers care and guard for their young. They share part of their game with their children in order to nurture them. There is only one thing more dangerous than a tempest beast on the hunt; a tempest beast mother guarding her young. </p>
					<h>Tempest Beast Origins </h>
					<p>Appearing in the visually stunning and best-selling adventure; 'Shore of Dreams' by Florian Emmerich &amp; JVC Parry. </p>
					<p>During this adventure, several tempest beasts guard the entrance and interior of the temple of the storm.</p>

					</text>
				</tempestbeast>
				<terracottasoldier>
					<locked type="number">1</locked>
					<name type="string">Terracotta Soldier</name>
					<type type="string">construct</type>
					<alignment type="string">unaligned</alignment>
					<size type="string">Medium</size>
					<ac type="number">21</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">15</hp>
					<hd type="string">(2d8 + 6)</hd>
					<speed type="string">30 ft.</speed>
					<abilities>
						<strength>
							<score type="number">19</score>
							<modifier type="string">+4</modifier>
						</strength>
						<dexterity>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</dexterity>
						<constitution>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</constitution>
						<intelligence>
							<score type="number">3</score>
							<modifier type="string">-4</modifier>
						</intelligence>
						<wisdom>
							<score type="number">11</score>
							<modifier type="string">+0</modifier>
						</wisdom>
						<charisma>
							<score type="number">2</score>
							<modifier type="string">-4</modifier>
						</charisma>
					</abilities>
					<skills type="string"> Perception +2</skills>
					<damageimmunities type="string">poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</damageimmunities>
					<conditionimmunities type="string">charmed, frightened, petrified, poisoned</conditionimmunities>
					<senses type="string">darkvision 120 ft., passive Perception 12</senses>
					<languages type="string"></languages>
					<cr type="string">2</cr>
					<xp type="number">450</xp>
					<traits>
						<id-00001>
							<name type="string">Immutable Form</name>
							<desc type="string">The terracotta soldier is immune to any spell or effect that would alter its form.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Magic Resistance</name>
							<desc type="string">The terracotta soldier has advantage on saving throws against spells and other magical effects.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Magic Weapons</name>
							<desc type="string">The terracotta soldier's weapon attacks are magical.</desc>
						</id-00003>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Spear</name>
							<desc type="string">Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Slow (Recharge 5-6)</name>
							<desc type="string">The terracotta soldier targets one or more creatures it can see within 10 feet of it. Each target must make a DC 14 Wisdom saving throw against this magic.\rOn a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success</desc>
						</id-00002>
					</actions>
					<token type="token">tokens/terracottasoldier.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Terracotta Soldier</h>
					<link class="imagewindow" recordname="image.img_terracottasoldier_jpg">Image: Terracotta Soldier</link>
					<p>An illustrious emperor, the founder of a powerful dynasty, commissioned this army of constructs from the wizards of his court. They were made not to serve him in life, but to guard him in death. Platoons of terracotta sculptures in the shape of armed warriors were buried with the emperor in his massive mausoleum, to defend him during his eternal rest. </p>
					<p><b>Eternal Guardians. </b>Hidden for millennia, these stone guardians were thought by scholars to be merely decorative statues— until someone tried to move the emperor's remains. </p>
					<h>Terracotta Warriors Origins </h>
					<p>Originally published in the bestselling supplement; 'Alchemical Archetypes' by Jeremy Forbing.</p>

					</text>
				</terracottasoldier>
				<theevildoll>
					<locked type="number">1</locked>
					<name type="string">The Evil Doll</name>
					<type type="string">construct</type>
					<alignment type="string">chaotic evil</alignment>
					<size type="string">Tiny</size>
					<ac type="number">14</ac>
					<actext type="string"></actext>
					<hp type="number">119</hp>
					<hd type="string">(14d10+42)</hd>
					<speed type="string">20 ft.</speed>
					<abilities>
						<strength>
							<score type="number">7</score>
							<modifier type="string">-2</modifier>
						</strength>
						<dexterity>
							<score type="number">18</score>
							<modifier type="string">+4</modifier>
						</dexterity>
						<constitution>
							<score type="number">17</score>
							<modifier type="string">+3</modifier>
						</constitution>
						<intelligence>
							<score type="number">8</score>
							<modifier type="string">-1</modifier>
						</intelligence>
						<wisdom>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</wisdom>
						<charisma>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</charisma>
					</abilities>
					<damageresistances type="string">piercing and slashing from nonmagical weapons</damageresistances>
					<damagevulnerabilities type="string">fire</damagevulnerabilities>
					<damageimmunities type="string">poison</damageimmunities>
					<conditionimmunities type="string">charmed, exhaustion, frightened, poisoned, unconscious</conditionimmunities>
					<senses type="string">darkvision 60 ft., passive Perception 10</senses>
					<languages type="string">Common</languages>
					<cr type="string">4</cr>
					<xp type="number">1100</xp>
					<traits>
						<id-00001>
							<name type="string">False Appearance</name>
							<desc type="string">While the Evil Doll remains motionless, it is indistinguishable from an ordinary, inanimate children's doll.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Frightening Lullaby</name>
							<desc type="string">Once per day, the Evil Doll can use a bonus action to sing a creepy children's lullaby. All creatures within a 30 ft. radius that can hear it must succeed a DC 15 Wisdom saving throw.\rOn a failed saving throw the creature will become frightened and must succeed on another DC 15 Wisdom saving throw to break the enchantment at the end of their next turn. On a second failed save, the creature will become paralyzed, and can attempt a DC 15 Wisdom saving throw on each turn. Once it has succeeded a saving throw, the creature will no longer be paralyzed.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Shadow Blend (Recharge 5-6)</name>
							<desc type="string">As a bonus action, the Evil Doll can disappear to the evil places that lurk in the shadows. Use this feature as an escape mechanism.</desc>
						</id-00003>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The evil doll makes two attacks. one with its knife and one with its claw.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Claw</name>
							<desc type="string">Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) slashing damage.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Knife</name>
							<desc type="string">Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage</desc>
						</id-00003>
					</actions>
					<token type="token">tokens/theevildoll.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>The Evil Doll</h>
					<link class="imagewindow" recordname="image.img_theevildoll_jpg">Image: The Evil Doll</link>
					<p>An insane and murderous spirit trapped within a porcelain body, the Evil Doll hates all living creatures, especially those of a good alignment. It hungers to deal death and must kill to satisfy that hunger. </p>
					<p><b>Sly Deceiver. </b>Often mistaken for the toy it once was, the Evil Doll utilizes this false appearance to gain the upper hand, and trust, of unsuspecting victims, before slaying them in order to satisfy its internal lust for murder. Terrifying Foreshadow. It is said that one might hear the evil doll's lullaby, and childish giggles, in the night well before they see her, though by that time, it is already too late. There have been few who have survived an encounter with such a being, and even less that are left psychologically unscarred. The Evil Doll is absolutely terrifying! </p>
					<h>The Evil Doll Origins </h>
					<p>First seen in the Platinum best-selling adventure, 'The Haunt' by the super-prolific Phil Beckwith at P.B. Publishing. </p>
					<p>The evil doll terrorized adventurers who had the courage to enter the haunted Montarthas Manor.</p>

					</text>
				</theevildoll>
				<thegulabus>
					<locked type="number">1</locked>
					<name type="string">The Gulabus</name>
					<type type="string">fiend (demon)</type>
					<alignment type="string">chaotic evil</alignment>
					<size type="string">Medium</size>
					<ac type="number">15</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">82</hp>
					<hd type="string">(11d8 + 33)</hd>
					<speed type="string">20 ft.</speed>
					<abilities>
						<strength>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</strength>
						<dexterity>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</dexterity>
						<constitution>
							<score type="number">17</score>
							<modifier type="string">+3</modifier>
						</constitution>
						<intelligence>
							<score type="number">17</score>
							<modifier type="string">+3</modifier>
						</intelligence>
						<wisdom>
							<score type="number">13</score>
							<modifier type="string">+1</modifier>
						</wisdom>
						<charisma>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</charisma>
					</abilities>
					<savingthrows type="string">Str +6, Cha +6</savingthrows>
					<skills type="string"> Deception +6, Perception +4, Persuasion +6</skills>
					<damageimmunities type="string">fire, poison</damageimmunities>
					<conditionimmunities type="string">poisoned</conditionimmunities>
					<senses type="string">darkvision 60 ft., passive Perception 14</senses>
					<languages type="string">Common, Abyssal, telepathy 60 ft. (works only  with creatures that understand Common or Abyssal)</languages>
					<cr type="string">5</cr>
					<xp type="number">1800</xp>
					<traits>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The gulabus can make three attacks. one with its bite, and two with its claws.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Bite</name>
							<desc type="string">Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Claws</name>
							<desc type="string">Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage plus 10 (3d6) poison damage. The target can make a DC 14 Constitution saving throw to halve the poison damage</desc>
						</id-00003>
					</actions>
					<token type="token">tokens/thegulabus.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>The Gulabus</h>
					<link class="imagewindow" recordname="image.img_thegulabus_jpg">Image: The Gulabus</link>
					<p>Gulabuses are repulsive creatures who look like morbidly obese humans with deformed facial traits. They mostly live in the Abyss but are occasionally encountered in the rest of the Lower Planes. They only come to the Material Plane when summoned, and most of the time, nobody ever knows they were there. </p>
					<p><b>Masters of Rituals. </b>Gulabuses, also known as demons of gluttony, use succulent dishes and fine drinks to corrupt the souls of sentient humanoids. They're masters of ritual magic and know how to make demonic food and beverages which gives them control over the people who consume them. Every gulabus has its own tricks so feel free to make up your own. If the demon is corrupting people with tainted cookies or wine, you're doing it right! </p>
					<p><b>Secretive and Deceitful. </b>Demons of gluttony prefer to stay out of sight and act from the shadows. A gulabus typically infiltrates a small community without anyone noticing it, corrupts a handful of people to act as its proxies, and then spread its influence to the entire village. By the time the local authorities realize what's going on, it's usually too late and the gulabus has an army of peasants to protect it. Because the demon of gluttony uses food and drinks to control people, anyone is a potential threat. Even an old lady selling cookies to buy her medicine might, in fact, be a gulabus's agent spreading its corruption. </p>
					<h>Gulabus Origins </h>
					<p>From the genius mind of Benoit de Bernardy, this demon appears in the Platinum best-selling mystery adventure, 'Banquet of the Damned'.</p>

					</text>
				</thegulabus>
				<thehood>
					<locked type="number">1</locked>
					<name type="string">The Hood</name>
					<type type="string">undead</type>
					<alignment type="string">unaligned</alignment>
					<size type="string">Tiny</size>
					<ac type="number">18</ac>
					<actext type="string"></actext>
					<hp type="number">27</hp>
					<hd type="string">(6d8)</hd>
					<speed type="string">0 ft.</speed>
					<abilities>
						<strength>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</strength>
						<dexterity>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</dexterity>
						<constitution>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</constitution>
						<intelligence>
							<score type="number">12</score>
							<modifier type="string">+1</modifier>
						</intelligence>
						<wisdom>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</wisdom>
						<charisma>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</charisma>
					</abilities>
					<savingthrows type="string">Wis +5, Cha +5</savingthrows>
					<skills type="string"> Deception +5, Perception +5, Persuasion +5</skills>
					<damageresistances type="string">necrotic</damageresistances>
					<damagevulnerabilities type="string">cold, radiant</damagevulnerabilities>
					<conditionimmunities type="string">charmed, paralyzed, prone</conditionimmunities>
					<senses type="string">darkvision 60 ft., passive Perception 15</senses>
					<languages type="string">Common, Abyssal</languages>
					<cr type="string">6</cr>
					<xp type="number">2300</xp>
					<traits>
						<id-00001>
							<name type="string">False Appearance</name>
							<desc type="string">While it remains motionless, The Hood is indistinguishable from a normal red hooded cloak.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Symbiosis</name>
							<desc type="string">The wearer of The Hood becomes involved in a symbiotic relationship with it. All The Hood's statistics replace those of the wearer unless they are inferior. This includes hit points.</desc>
						</id-00002>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Hooded Charming</name>
							<desc type="string">As an action, the fiendish will of The Hood exerts its will on another. The victim, who must be touching the cloak, must succeed on a DC 15 Wisdom saving throw; failure results in The Hood taking full control of the target. A successful save means the target is immune to the Hooded Charming for the next 24 hours. If the attempted possession fails, the target can make a DC 15 Wisdom (Insight) or (Perception) check. Only on a success does the target know or realize that The Hood attempted a possession</desc>
						</id-00001>
					</actions>
					<token type="token">tokens/thehood.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>The Hood</h>
					<link class="imagewindow" recordname="image.img_thehood_jpg">Image: The Hood</link>
					<p>The Hood is an unusual type of fiend that existence relies upon a close relationship with another host creature. Hoods are normally transported to The Material Plane by demonic lords during the planning stages of an abyssal invasion to cause chaos and havoc within the invasion zone. With so many Hoods being released and so many invasions never happening, many Hoods now roam freely of their own will. </p>
					<p><b>Symbiotic Connection. </b>The Hood's existence relies upon a host to survive. The will of The Hood is near absolute, usually resulting in the host's emotional status turning vile and murderous, resulting in the death of the host and The Hood moving to a new area. </p>
					<p><b>Mindless Chant. </b>Though The Hood's will is strong, any host capable of speech has the tendency of betraying The Hood with its uncontrollable chant. Once the host becomes hungry, a chant of &quot;Feed the hood \'85 Feed the hood&quot; will be heard moments before the host strikes. Many a Hood has met its doom at the mindless betrayal of its host. </p>
					<p><b>Hooded Color. </b>Most Hood's don't have a preferred color. Most choose to adopt a color appealing to the intended host. Red is popular due to blood stains, resulting from the host's murderous sprees, not being immediately visible. </p>
					<h>The Hood Origins </h>
					<p>Another of Ken Carcas' monsters, The Hood debuts in the JVC Parry's encounter compilation; 'Grimm Encounters'. </p>
					<p>Initially, Red Riding was the intended villain, but in the end, The Hood made more sense for that role.</p>

					</text>
				</thehood>
				<tombspider>
					<locked type="number">1</locked>
					<name type="string">Tomb Spider</name>
					<type type="string">beast</type>
					<alignment type="string">neutral evil</alignment>
					<size type="string">Large</size>
					<ac type="number">14</ac>
					<actext type="string">(natural armor)</actext>
					<hp type="number">52</hp>
					<hd type="string">(8d10+8)</hd>
					<speed type="string">30 ft., climb 30 ft.</speed>
					<abilities>
						<strength>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</strength>
						<dexterity>
							<score type="number">16</score>
							<modifier type="string">+3</modifier>
						</dexterity>
						<constitution>
							<score type="number">12</score>
							<modifier type="string">+1</modifier>
						</constitution>
						<intelligence>
							<score type="number">8</score>
							<modifier type="string">-1</modifier>
						</intelligence>
						<wisdom>
							<score type="number">11</score>
							<modifier type="string">+0</modifier>
						</wisdom>
						<charisma>
							<score type="number">4</score>
							<modifier type="string">-3</modifier>
						</charisma>
					</abilities>
					<skills type="string"> Perception +4, Stealth +7</skills>
					<damageimmunities type="string">necrotic</damageimmunities>
					<senses type="string">blindsight 10 ft., darkvision 60 ft., passive Perception 14</senses>
					<languages type="string">--</languages>
					<cr type="string">3</cr>
					<xp type="number">700</xp>
					<traits>
						<id-00001>
							<name type="string">Spider Climb</name>
							<desc type="string">The tomb spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Tomb-tainted</name>
							<desc type="string">If the spider is dealt necrotic damage, it instead takes no damage and regains hit points equal to the damage taken.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Web Sense</name>
							<desc type="string">While in contact with a web, the tomb spider knows the exact location of any other creature in contact with the web.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Web Walker</name>
							<desc type="string">The tomb spider ignores movement restrictions caused by webbing.</desc>
						</id-00004>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The spider makes two bite attacks.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Bite</name>
							<desc type="string">Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. Any creature that fails the save is poisoned for 1 hour. While poisoned in this way, any effect that would heal the creature instead deals necrotic damage, and any effect that would deal necrotic damage instead heals the creature.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Web (Recharge 5-6)</name>
							<desc type="string">Melee Weapon Attack: +5 to hit, range 30/60ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, piercing and psychic damage)</desc>
						</id-00003>
					</actions>
					<token type="token">tokens/tombspider.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Tomb Spider</h>
					<link class="imagewindow" recordname="image.img_tombspider_jpg">Image: Tomb Spider</link>
					<p>Tomb spiders are arachnids infused with negative energies that have the power to reanimate corpses as hosts for their offspring. </p>
					<p><b>Complex Lifecycle. </b>A tomb spider's life cycle is a bizarre process that depends entirely on dead bodies. Once a <b>tomb spider </b>has mated, it selects a suitable corpse and deposits its eggs inside the cadaver. The eggs are infused with negative energy, which leaks out into the corpse and reanimating it as an undead known as a <b>web mummy</b>. This zombified corpse defends the mother spider from harm. As the eggs mature, they sap the nutrients from the mummy. Eventually, the eggs will hatch and the <b>broodswarm</b> within devours the undead for its first meal. The web mummy and broodswarm stat blocks can be found in '<b><i>Monsters of the Guild</i></b>' (please see the  promotional page in this module ).</p>
					<p><b>Potent Venom.</b> The poison possessed by tomb spiders and their brood swarm is dangerous, not only because of its ability to burn through a creature's vascular system, but also because it carries with it some of the negative energy that the tomb spider holds. As it invades a bitten creature, it alters their physiology so that healing magic and necrotic damage are reversed. </p>
					<p><b>Graveyard Denizens. </b>Tomb spiders live on the outskirts of civilization, in dark woods on the edge of burial grounds or in unexplored depths of ancient mausoleums. Their dependency on corpses means that they can never stray too far from other living creatures. Despite this, some aggressive tomb spiders that are capable of killing enough creatures, such as horses and unfortunate travelers, do exist further out into the wilderness. </p>
					<h>Tomb Spider Origins </h>
					<p>The Tomb Spider, Web Mummy, and Broodswarm all feature in David Morris' yet to be released 'Van Ritchen's Guide to the Undead'. This delightfully horrific un dead 'family' was designed by the monster man himself, JVC Parry.</p>
					</text>
				</tombspider>
				<werespider>
					<locked type="number">1</locked>
					<name type="string">Werespider</name>
					<type type="string">humanoid (human, shapechanger)</type>
					<alignment type="string">neutral evil</alignment>
					<size type="string">Medium</size>
					<ac type="number">1415</ac>
					<actext type="string"></actext>
					<hp type="number">71</hp>
					<hd type="string">(11d8 + 22)</hd>
					<speed type="string">30 ft., climb 30 ft.</speed>
					<abilities>
						<strength>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</strength>
						<dexterity>
							<score type="number">19</score>
							<modifier type="string">+4</modifier>
						</dexterity>
						<constitution>
							<score type="number">14</score>
							<modifier type="string">+2</modifier>
						</constitution>
						<intelligence>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</intelligence>
						<wisdom>
							<score type="number">11</score>
							<modifier type="string">0</modifier>
						</wisdom>
						<charisma>
							<score type="number">10</score>
							<modifier type="string">+0</modifier>
						</charisma>
					</abilities>
					<skills type="string"> Perception +3, Stealth +10</skills>
					<damageimmunities type="string">bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</damageimmunities>
					<senses type="string">blindsight 10 ft., darkvision 60 ft., passive Perception 13</senses>
					<languages type="string">Common</languages>
					<cr type="string">5</cr>
					<xp type="number">1800</xp>
					<traits>
						<id-00001>
							<name type="string">Shapechanger</name>
							<desc type="string">The werespider can use its action to morph into a spider-humanoind hybrid or into a giant spider, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Spider Climb (Spider And Hybrid Form Only)</name>
							<desc type="string">The werespider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Web Sense (Spider Or Hybrid Form Only)</name>
							<desc type="string">While in contact with a web, the werespider knows the exact location of any other creature in contact with the same web.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Web Walker (Spider Or Hybrid Form Only)</name>
							<desc type="string">The werespider ignores movement restrictions caused by webbing.</desc>
						</id-00004>
					</traits>
					<actions>
						<id-00001>
							<name type="string">Multiattack</name>
							<desc type="string">The werespider makes two attacks, one of which can be a bite attack.</desc>
						</id-00001>
						<id-00002>
							<name type="string">Bite (Spider and Hybrid Form Only)</name>
							<desc type="string">Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. If the target is a humanoid, it must succeed on a second DC 13 Constitution saving throw or be cursed with werespider lycanthropy.</desc>
						</id-00002>
						<id-00003>
							<name type="string">Rapier (Human and Hybrid Form Only)</name>
							<desc type="string">Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.</desc>
						</id-00003>
						<id-00004>
							<name type="string">Web (Spider or Hybrid Form Only)</name>
							<desc type="string">Ranged Weapon Attack. +7 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)</desc>
						</id-00004>
					</actions>
					<token type="token">tokens/werespider.png@Monsters Without Borders</token>
					<text type="formattedtext">					<h>Werespider</h>
					<link class="imagewindow" recordname="image.img_werespider_jpg">Image: Werespider</link>
					<p>within devours the undead for its first meal. Werespider Werespiders are graceful, slender lycanthropes straight from many people's worst nightmares. When they are at rest, werespiders sit perfectly still in dark corners. </p>
					<p><b>Patient Assassins. </b>Werespiders are stealthy assassins with cold and distant personalities. They are extremely patient and can wait unmoving for days in a small space to ambush their prey. In their humanoid and hybrid forms, werespiders prefer light and ranged weapons and use surprise to bring down enemies. </p>
					<p><b>Scourge of the Underdark. </b>Werespiders are most common in the Underdark. Duergar and svirfneblin who become werespiders will usually leave their cities and wander the tunnels of the Underdark, staying in their hybrid or beast form to keep away predators. Some even head to the surface where finding prey is easier. Drow who become cursed remain in civilization and are open about their lycanthropy, claiming the condition is a blessing from Lolth. </p>
					<h>Werespider Origins </h>
					<p>James Introcaso's werespider first ap peared in his World Builder Blog Presents Arachnids, Wraiths, &amp; Zombies supplement alongside monstrous spiders, monstrous scorpions, dread wraiths, and zombie dragons.</p>

					</text>
				</werespider>
		</npcdata>
		<referencemanual>
			<name type="string">Monsters Without Borders</name>
			<chapters>
				<chapter_00>
					<name type="string">Monsters Without Borders</name>
					<subchapters>
						<subchapter_01>
							<name type="string">NPCs</name>
							<refpages>
								<arcaneooze>
									<name type="string">Arcane Ooze</name>
									<blocks>
									<id000010>
											<align type="string">center</align>
											<size type="string">281,350</size>
											<image type="image"><bitmap>images/arcaneooze.jpg</bitmap></image>
											<imagelink type="windowreference">
												<class>imagewindow</class>
												<recordname>image.img_arcaneooze_jpg</recordname>
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											<blocktype type="string">text</blocktype>
											<align type="string">left</align>
											<text type="formattedtext"><h>&#13;Arcane Ooze</h>
											<p><i>Huge ooze, unaligned</i>
											<b>&#13;Armor Class</b> 7
											<b>&#13;Hit Points</b> 95 (10d12 + 30)
											<b>&#13;Speed</b> 20 ft., climb 20 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>16 (+3)</td>
												<td>5 (-3)</td>
												<td>16 (+3)</td>
												<td>1 (-5)</td>
												<td>6 (-2)</td>
												<td>1 (-5)</td>
											</tr>
											</table>
											<p>											<b>&#13;Damage Immunities</b> acid, cold, fire, lightning; slashing											<b>&#13;Condition Immunities</b> blinded, charmed, deafened, frightened, prone											<b>&#13;Senses</b> blindsight 60 ft. (blind beyond this radius), passive Perception 10
											<b>&#13;Languages</b> Understands but can't speak

											<b>&#13;Challenge</b> 6 (2,300 XP)</p>
											<p><b><i>Amorphous. </i></b>The ooze can move through a space as narrow as 1 inch wide without squeezing.<b><i>&#13;Corrosive Form. </i></b>A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch thick, nonmagical wood or metal in 1 round.<b><i>&#13;Flammable. </i></b>If the ooze is subjected to fire damage, it ignites.\rAt the start of each of the ooze's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects within 5 feet that aren't being worn or carried ignite. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.<b><i>&#13;Spider Climb. </i></b>The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Pseudopod. </i></b><i>Melee Weapon Attack: </i> +5 to hit, reach 5ft., one target. <i>Hit: </i> 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.</p>
											<p><u>REACTIONS</u>
											<b><i>&#13;Spell Reflection. </i></b>If the ooze makes a successful saving throw against a spell, or a spell attack misses it, the ooze can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the ooze. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature</p>
										</text>
										</id000030>
										<id000040>
											<blocktype type="string">text</blocktype>
											<align type="string">left</align>
											<text type="formattedtext"><h>Description</h>
											<p>An arcane ooze is a black pudding, magically enhanced by dwarven arcanists, which appears as a huge pile of oily, purple-black slime. These oozes are incredibly docile, often only attacking at the specific command of their creator. Some powerful dwarven mages can imbue commands within the ooze which last centuries, despite their complete lack of intelligence. Because of this, arcane oozes are often deployed as guards for treasure. </p>
<p><b><i>Treasure Protectors.</i></b> Arcane oozes are most frequently encountered outside treasure hoards or other rooms that require long-term protection. Unlike other guard creatures, these oozes can persist for centuries with very little sustenance. Not only this, the oozes can slide through cracks in walls and floors, patrolling corridors and stairwells that other creatures would be incapable of. </p>
<p><b><i>Spell Turning.</i></b> After much experimentation, dwarves finally managed to imbue a black pudding with a spell reflecting effect. This was achieved by feeding black puddings dozens of rings of spell turning. Eventually, the oozes absorbed the effect from these magic rings. Now, should a spell be cast against these oozes, there is a chance that the curse will be reflected straight back against the caster. </p>
<p><b><i>Highly Flammable.</i></b> One of the oozes biggest flaws, which remained unnoticed by its dwarven creators, is that it is incredibly likely to catch fire. Although the ooze itself resists the damage, they can catch alight from the smallest spark, turning a corridor decorated with tapestries and rugs to a smoldering waste in a matter of moments. This feature has been exploited by canny adventurers, who set them alight from afar to cause distractions.</p>
<h>Arcane Ooze Origins </h>
<p>The Arcane Ooze first slid onto the DMs Guild in the adventure, 'Gauntlet of Flame' by the ever prolific JVC Parry.</p>
<p>The party of brave heroes never saw it com- ing in this adventure, as the Arcane Ooze slowly, but surely, enveloped the fallen warriors.</p>
</text>
</id000040>

										<id100050>
											<blocktype type="string">text</blocktype>
											<align type="string">center</align>
											<text type="formattedtext">
												<link type="windowreference" class="imagewindow" recordname="image.img_arcaneooze_jpg"><b>Full size image:</b> Arcane Ooze.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.arcaneooze"><b>Fantasy Grounds stat block:</b> Arcane Ooze.</link>
											</text>
										</id100050>
									</blocks>
									<listlink type="windowreference">
										<class>reference_manualtextwide</class>
										<recordname>..</recordname>
										<description field="name"/>
									</listlink>
								</arcaneooze>
								<beholdereyeofthedeep>
									<name type="string">Beholder, Eye Of The Deep</name>
									<blocks>
									<id000010>
											<align type="string">center</align>
											<size type="string">397,350</size>
											<image type="image"><bitmap>images/beholdereyeofthedeep.jpg</bitmap></image>
											<imagelink type="windowreference">
												<class>imagewindow</class>
												<recordname>image.img_beholdereyeofthedeep_jpg</recordname>
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											<blocktype type="string">image</blocktype>
										</id000010>											<id000030>
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											<align type="string">left</align>
											<text type="formattedtext"><h>&#13;Beholder, Eye Of The Deep</h>
											<p><i>Large aberration, lawful evil</i>
											<b>&#13;Armor Class</b> 18 (natural armor)
											<b>&#13;Hit Points</b> 144 (16d10+48)
											<b>&#13;Speed</b> 0 ft., swim 30 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>18 (+4)</td>
												<td>14 (+2)</td>
												<td>17 (+3)</td>
												<td>12 (+1)</td>
												<td>15 (+2)</td>
												<td>14 (+2)</td>
											</tr>
											</table>
											<p>											<b>&#13;Saving Throws</b> Int +4, Wis +5, Cha +5											<b>&#13;Skills</b>  Perception +5											<b>&#13;Condition Immunities</b> prone											<b>&#13;Senses</b> darkvision 120 ft., passive Perception 15
											<b>&#13;Languages</b> Deep Speech, Aquan

											<b>&#13;Challenge</b> 8 (3,900 XP)</p>
											<p><b><i>Amphibious. </i></b>The eye of the deep can breathe air and water.<b><i>&#13;Blinding Cone. </i></b>The eye of the deep's central eye emits a 120foot cone of blinding light. At the start of each of its turns, the eye of the deep decides which way the cone faces and whether the cone is active. Creatures that start their turn in the cone must make a successful DC 14 Constitution saving throw or be blinded until the beginning of their next turn.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The eye of the deep makes three melee attacks, one with its bite and two with its pincers.<b><i>&#13;Bite. </i></b><i>Melee Weapon Attack: </i> +7 to hit, reach 5 ft., one target. <i>Hit: </i> 13 (2d8+4) piercing damage.<b><i>&#13;Pincers. </i></b><i>Melee Weapon Attack: </i> +7 to hit, reach 5 ft. one target. <i>Hit: </i> 11 (2d6+4) slashing damage.<b><i>&#13;Eye Rays. </i></b>The eye of the deep shoots both of its magical eye rays, choosing targets for each it can see within 120 feet of it.\r1 Paralyzing Ray - The targeted creature must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\r2 Slowing Ray - The targeted creature must succeed on a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success</p>
										</text>
										</id000030>
										<id000040>
											<blocktype type="string">text</blocktype>
											<align type="string">left</align>
											<text type="formattedtext"><h>Description</h>
											<p>The Eye of the Deep is an offshoot of the beholder race spawned in the deepest chasms of the Plane of Water by some malevolent intelligence. It appears as a spherical crustacean, roughly eight feet across, with thick chitinous plates covering its bulk. A single central eye sits in its center from which it can emit a blinding light, particularly effective in the shadows of the Darkened Depths. It possesses two large pincers and a mouth full of crooked, razor-sharp teeth, which it uses to rend flesh from blinded or stunned opponents. Unlike a normal beholder, it only has two eye stalks, but both are tuned to help it hunt in the deep waters. </p>
<p><b><i>Solitary Hunters.</i></b> Eyes of the Deep lurk in the aquatic depths of the Plane of Water, stalking prey for days on end when necessary. Like all beholders, they are xenophobic and each believes they are the pinnacle of beholder perfection. The darkness of their territory drives them to solitude, so rarely are they ever encountered with minions. </p>
<p><b><i>Shiny Objects.</i></b> If an Eye of the Deep has one key weakness, it is for shiny objects. Their lairs are often decorated with the pilfered treasures of their past meals, but only if they reflect their blinding light. Mir rors are prized above all else \endash  they are shiny and they let the eye of the deep admire their own perfect form.</p>
<h>Eye of the Deep Origins </h>
<p>This deep dweller was first published in 'Codex of the Infinite Planes Vol 2: Plane of Water' by the prolific Dave Coulson.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_beholdereyeofthedeep_jpg"><b>Full size image:</b> Beholder, Eye Of The Deep.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.beholdereyeofthedeep"><b>Fantasy Grounds stat block:</b> Beholder, Eye Of The Deep.</link>
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											<text type="formattedtext"><h>&#13;Bone Giant</h>
											<p><i>Huge undead, chaotic evil</i>
											<b>&#13;Armor Class</b> 12
											<b>&#13;Hit Points</b> 145 (13d12 + 52)
											<b>&#13;Speed</b> 10 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>21 (+5)</td>
												<td>8 (-1)</td>
												<td>19 (+4)</td>
												<td>5 (-3)</td>
												<td>8 (-1)</td>
												<td>5 (-3)</td>
											</tr>
											</table>
											<p>											<b>&#13;Saving Throws</b> Str +8, Con +7											<b>&#13;Damage Vulnerabilities</b> bludgeoning											<b>&#13;Condition Immunities</b> blinded, charmed, exhaustion, paralyzed, poisoned											<b>&#13;Senses</b> blindsight 50 ft., passive Perception 10
											<b>&#13;Languages</b> Understands Common, Giant but can't speak

											<b>&#13;Challenge</b> 6 (2,300 XP)</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The bone giant makes two bone club attacks.<b><i>&#13;Bone Club. </i></b><i>Melee Weapon Attack: </i> +8 to hit, reach 10ft., one target. <i>Hit: </i> 19 (3d8 + 5) bludgeoning damage</p>
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											<text type="formattedtext"><h>Description</h>
											<p>Unlike its smaller skeleton cousins, the Bone Giant the animated bones of a Hill Giant was not originally created using dark magic. Ulrich, the dwarven cleric of Lathandar, created the giant to guard a powerful magic item against evil forces. </p>
<p><b>Lumbering Hulk. </b>The Bone Giant is a slow, yet powerful animation. Those who battle a Bone Giant had better keep their distance or risk being pummeled by a massive bone club. </p>
<p><b>Grand Guardians. </b>Due to their slow speed, Bone Giants are typically only used in dungeons or as guardians. They don't make for good group troops seeing as how most other creatures walk three times faster than the white hulks. However, they do make practical guards in castles and other structures where movement is limited.</p>
<h>Bone Giant Origins </h>
<p>The Bone Giant first lumbered into the Guild in the adventure, 'The Throne of Bone' by storyteller extraordinaire Jeff C. Stevens.</p>
<p>The Bone Giant acted as one of the final guardians of the Throne of Bone in this adventure.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_bonegiant_jpg"><b>Full size image:</b> Bone Giant.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.bonegiant"><b>Fantasy Grounds stat block:</b> Bone Giant.</link>
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											<text type="formattedtext"><h>&#13;Bound Colossus</h>
											<p><i>Gargantuan elemental, lawful evil</i>
											<b>&#13;Armor Class</b> 17 (natural armor)
											<b>&#13;Hit Points</b> 396 (18d20 + 180)
											<b>&#13;Speed</b> 0 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>26 (+8)</td>
												<td>15 (+2)</td>
												<td>30 (+10)</td>
												<td>11 (+0)</td>
												<td>16 (+3)</td>
												<td>10 (+0)</td>
											</tr>
											</table>
											<p>											<b>&#13;Saving Throws</b> Str +14, Con +16											<b>&#13;Skills</b>  Athletics +14											<b>&#13;Damage Vulnerabilities</b> thunder											<b>&#13;Damage Resistances</b> acid; bludgeoning, piercing, and slashing from nonmagical weapons											<b>&#13;Damage Immunities</b> poison											<b>&#13;Condition Immunities</b> charmed, exhaustion, frightened, poisoned, prone, restrained, unconscious											<b>&#13;Senses</b> darkvision 120 ft., tremorsense 200 ft., passive Perception 13
											<b>&#13;Languages</b> Terran

											<b>&#13;Challenge</b> 21 (33,000 XP)</p>
											<p><b><i>Earth Glide. </i></b>The colossus can burrow through nonmagical, unworked earth and stone. While doing so, the colossus doesn't disturb the material it moves through.<b><i>&#13;Elasticity. </i></b>By morphing, the arms of the colossus can reach out to incredible distances. For every sixty feet, that is between the base of the colossus and its target, its attacks lose 1 die of damage to a minimum of 2.<b><i>&#13;Magic Resistance. </i></b>The magnetic field surrounding the colossus slightly bends the weave of magic around it, granting it advantage on saving throws against spells and other magical effects.<b><i>&#13;Magnetism. </i></b>The colossus emits its own magnetic field to a radius of 240 feet. If a creature that is wearing or carrying metal equipment enters this space or begins its turn there, they must make a DC 14 Strength saving throw. On a failure, they are drawn 30 feet closer to the base of the colossus. A creature who fails this saving throw may choose to drop the worn or carried items to automatically succeed on this check instead. If a creature hits the base of the colossus after failing this saving throw, they are restrained and must succeed a DC 14 Strength saving throw in order to escape.<b><i>&#13;Multiple Arms. </i></b>The bound colossus has four arms. Each arm can be attacked (AC 17; 30 hit points; vulnerability to thunder damage). Destroying an arm deals 15 damage to the colossus.\rThe colossus can construct a new arm by using an action to pull one out of its body but it must have a free arm to do so.<b><i>&#13;Siege Monster. </i></b>The colossus deals double damage to objects and structures.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The Bound Colossus makes as many slam or earthen grasp attacks as it has remaining arms.<b><i>&#13;Slam. </i></b><i>Melee or Ranged Weapon Attack: </i> +14 to hit, reach 5 ft., one target. <i>Hit: </i> 26 (5d6+8) bludgeoning damage.<b><i>&#13;Earthen Grasp. </i></b>The colossus reaches through the ground and reaches for one creature within 5 feet of its hand. The target must succeed on a contested grapple check. On a failed check, the target takes 26 (5d6+8) bludgeoning damage and is restrained. On subsequent turns, the colossus can attempt to crush a restrained target, which must make a DC 22 Strength saving throw. The target takes 26 (5d6+8) on a failed save, or half as much damage on a successful one. A restrained target can use their action to attempt to escape by making another contested grapple check and succeeding.</p>
											<p><u>LEGENDARY ACTIONS</u>
											<b><i>&#13;Options. </i></b>The Bound Colossus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Bound Colossus regains spent legendary actions at the start of its turn.<b><i>&#13;Attack. </i></b>The colossus makes one slam attack.<b><i>&#13;Magnetic Pulse (Costs 2 Actions). </i></b>The colossus emits a sudden magnetic pulse (see Magnetism).<b><i>&#13;Grow Arm (Costs 3 Actions). </i></b>The colossus regrows one of the arms it has lost; it doesn't need a free arm in order to do so</p>
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											<text type="formattedtext"><h>Description</h>
											<p>The colossus is a weapon of elemental destruction created by the proto-gods in a bid for power over a realm where magic flowed raw, unbridled, and unchecked. Standing nearly forty feet tall when on its feet, the colossus dwarfs modern-day giants and is rivaled only by the sheer size of the tarrasque. The bipedal tower has a natural armor that resembles a mountainous landscape and gives off its own magnetic aura. As the gods settled into their portfolios, the need for these beings passed and they soon fell into obscurity. This bound specimen may very well be the last one in existence. </p>
<p><b>Forgotten Master. </b>Although it is not clear why the colossus is bound to its location, tomes of old purport of a malicious wizard who may be the cause. Ancient scribes sought to omit his name, letting it fade into the annals of history, but do tell of a unique gemstone created through what must be a powerful variant of the imprisonment spell. Nicknamed &quot;Maximilian&quot; by the unlikeable master, the colossus served him as it did the gods; as a weapon. When the time came for the wizard to pass on, it was thought best for the realm if the weapon was put to rest alongside him. </p>
<p><b>Earthen Grasp. </b>Spellcasters that know the spell Maximilian's Earthen Grasp regularly pay homage to this being, though not in the way they would expect. As the books tell, Maximilian was not pleased to be the puppet of a mere wizard and often attempted to reach out for the gemstone that kept the elemental in its prison. Though it seems unlikely, the legends state that the hand that bursts forth as a result of the casting of this spell is actually the hand of Maximilian, still in search of that gemstone. As the creator of Maximilian's Earthen Grasp, that was the wizard's legacy, the eternal taunting of a planar weapon. How foolish... </p>
<h>Bound Colossus Origins </h>
<p>The Bound Colossus was crafted by Andrew Morley and makes its debut here in this publication.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_boundcolossus_jpg"><b>Full size image:</b> Bound Colossus.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.boundcolossus"><b>Fantasy Grounds stat block:</b> Bound Colossus.</link>
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								<demonblight>
									<name type="string">Demon Blight</name>
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											<text type="formattedtext"><h>&#13;Demon Blight</h>
											<p><i>Medium fiend, neutral evil</i>
											<b>&#13;Armor Class</b> 16 (natural barkskin)
											<b>&#13;Hit Points</b> 72 (9d10+27)
											<b>&#13;Speed</b> 20 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>17 (+3)</td>
												<td>9 (-1)</td>
												<td>17 (+3)</td>
												<td>8 (-1)</td>
												<td>13 (+1)</td>
												<td>8 (-1)</td>
											</tr>
											</table>
											<p>											<b>&#13;Condition Immunities</b> blinded, deafened											<b>&#13;Senses</b> blindsight 60 ft., passive Perception 11
											<b>&#13;Languages</b> Understands Common, Infernal but can't speak

											<b>&#13;Challenge</b> 3 (700 XP)</p>
											<p><b><i>Entangling Plants (Recharge 5-6). </i></b>Grasping roots and vines sprout in a 15 ft. radius centered on the Demon Blight, withering away after one minute. For the duration, that area is difficult terrain for non-plant characters. In addition, when first invoked, each creature (as chosen by the Demon Blight) must succeed on a DC 12 Strength saving throw or become restrained. A creature restrained may take its action to free itself with a DC 12 Strength check, freeing itself or others entangled within reach on a success.<b><i>&#13;False Appearance. </i></b>When the Demon Blight is motionless, it is indistinguishable from a dead shrub.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The Demon Blight can make 2 melee attacks per combat round OR 1 ranged attack.<b><i>&#13;Claw. </i></b><i>Melee Weapon Attack: </i> +5 to hit, reach 10 ft., one creature. <i>Hit: </i> 12 (2d8 + 3) piercing damage.<b><i>&#13;Constrict. </i></b><i>Melee Weapon Attack: </i> +4 to hit, reach 10 ft., one creature. <i>Hit: </i> 11 (3d6 + 1) bludgeoning damage. If the target is medium or smaller, it is grappled (escape DC 13) and pulled 5 ft. toward the Demon Blight. Target is re-strained until grapple is broken</p>
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											<text type="formattedtext"><h>Description</h>
											<p>A Kaolahr, or Demon Blight, can blame its existence on druids with evil intent. Usually, these horrendous fiends are summoned during a ritual which combines the hatred for lush green forests, several blood sacrifices and the power from the roots of a Gulthias Tree. These creatures are then put to work protecting the Gulthias Tree's supplicant army as it spreads its evil across the land. </p>
<p>Demon Blights move in an almost bi-pedal fashion, it's long branch-like arms and fists pushing and pulling it along with its trunk like legs. When hunched over the Demon Blight is approximately 6ft. in height, but when it stands tall and fully extends its body, it is more like 9 ft. Its appearance is very much a mass of animated branches, twigs and vines with pseudo wings and long twisting horns on its forehead. </p>
<p>It does not speak, but it makes a clacking sound, which speeds up as it coils up ready to attack. This sound can be perceived on a DC 10 Wisdom (Perception) check, but its source cannot be determined, especially if a Kaolahr is motionless in large shrubs. </p>
<h>Demon Blight Origins </h>
<p>First seen in the best-selling adventure, 'The Tree of Blight' by Dreadful Dungeons. </p>
<p>As the brave adventurers enter the Cursed Glade to confront the evil druidess, it is the Demon Blight that stalks in the party with deathly intent, maybe to their demise.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_demonblight_jpg"><b>Full size image:</b> Demon Blight.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.demonblight"><b>Fantasy Grounds stat block:</b> Demon Blight.</link>
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											<text type="formattedtext"><h>&#13;Eelfolk</h>
											<p><i>Medium humanoid (eelfolk), chaotic evil</i>
											<b>&#13;Armor Class</b> 15 (hide armor, shield)
											<b>&#13;Hit Points</b> 19 (3d8 + 6)
											<b>&#13;Speed</b> 30 ft., swim 40 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>10 (+0)</td>
												<td>13 (+1)</td>
												<td>14 (+2)</td>
												<td>6 (-2)</td>
												<td>10 (+0)</td>
												<td>7 (-2)</td>
											</tr>
											</table>
											<p>											<b>&#13;Skills</b>  Stealth +3											<b>&#13;Damage Immunities</b> lightning											<b>&#13;Senses</b> blindsight 60 ft., passive Perception 10
											<b>&#13;Languages</b> 
											<b>&#13;Challenge</b> 1/2 (100 XP)</p>
											<p><b><i>Death Burst. </i></b>When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.<b><i>&#13;Hold Breath. </i></b>The eelfolk can hold its breath for 1 hour.<b><i>&#13;Lunge. </i></b>If the eelfolk moves at least 20 feet straight toward a target and then hits it with a long knife attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Long Knife. </i></b><i>Melee Weapon Attack: </i> +3 to hit, reach 5 ft., one target. <i>Hit: </i> 4 (1d6 + 1) slashing damage.</p>
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											<text type="formattedtext"><h>Description</h>
											<p>Eelfolk are a piscine race with rubbery skin and patterned coloration meant to provide camouflage amid shifting underwater light. They slink and hunt through caves and shoals, carving out territory in bursts of aggressive expansion. Eelfolk often lair along shorelines and submerged caverns, never too far from the surface where they must occasionally gulp great mouthfuls of air. </p>
<p><b>Ambushers. </b>Eelfolk keep to the fringes of the sea and ambush any who encroach upon their territory. While hunting, they prefer to lie in wait for prey to draw close before lunging out to attack. Two pouches behind their necks generate an electrical charge they use to sense their quarry, even in the murkiest depths. </p>
<p><b>Storm Worshippers. </b>Eelfolk worship the squalls of the sea as though they were gods, viewing all storms as divinely inspired. Sailors at sea have reported seeing dozens of eelfolk cavorting through the water during tempests. </p>
<p><b>Growing Pains. </b>Eelfolk grow larger and more powerful with age, shifting from stealthy hunters to vicious brutes. Fully matured eelfolk grow extra electrical pouches that cover their bodies in crackling energy. These scourges are more cunning and aggressive than their younger brethren. They lead surprise raids along shoreline settlements in order to satiate their ever-growing hunger for violence and food. </p>
<p><b>Storm's Fury. </b>During raging ocean storms, the strongest and most cunning eelfolk fight with each other to throw themselves in the path of a lightning strike. Rarely, one lucky creature will be enveloped in a great blast of energy. The lighting burns the eelfolk's bulky body away, replacing it with a gaunt form housing magnificent power. These eelfolk stormcallers gain the ability to channel the tempest's might, summoning lightning bolts and gales of wind to pummel their foes. </p>
<h>Eelfolk Origins </h>
<p>The eelfolk were originally used as insidious invaders in 'The Secrets of Skyhorn Lighthouse' by Kelsey Dionne.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_eelfolk_jpg"><b>Full size image:</b> Eelfolk.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.eelfolk"><b>Fantasy Grounds stat block:</b> Eelfolk.</link>
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								<fireflygolem>
									<name type="string">Firefly Golem</name>
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											<text type="formattedtext"><h>&#13;Firefly Golem</h>
											<p><i>Large beast, unaligned</i>
											<b>&#13;Armor Class</b> 14 (natural armor)
											<b>&#13;Hit Points</b> 75 (10d8+30)
											<b>&#13;Speed</b> 30 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>20 (+5)</td>
												<td>12 (+1)</td>
												<td>16 (+3)</td>
												<td>8 (-1)</td>
												<td>10 (+0)</td>
												<td>12 (+1)</td>
											</tr>
											</table>
											<p>											<b>&#13;Saving Throws</b> Con +6, Wis +1											<b>&#13;Skills</b>  Athletics +8											<b>&#13;Condition Immunities</b> charmed, frightened, paralyzed, prone, restrained, stunned											<b>&#13;Senses</b> passive Perception 10
											<b>&#13;Languages</b> Understands Sylvan but can't speak

											<b>&#13;Challenge</b> 6 (2,300 XP)</p>
											<p><b><i>Immutable Form. </i></b>The firefly golem is immune to any spell or effect that would alter its form.<b><i>&#13;Magic Weapons. </i></b>The firefly golem's attacks are considered magical for overcoming magic resistances.<b><i>&#13;Regeneration. </i></b>The firefly golem regains 10 hit points at the start of its turn if it has at least 1 hit point. If it takes fire damage, this trait doesn't function at the start of its next turn.<b><i>&#13;Sudden Reform. </i></b>As a bonus action, the firefly golem splits into hundreds of tiny insects, flies away 30 ft. and takes its physical form once more without provoking attacks of opportunity.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The firefly golem makes two slam attacks.<b><i>&#13;Slam. </i></b><i>Melee Weapon Attack: </i> +8 to hit, reach 5 ft., one target. <i>Hit: </i> 14 (2d8 + 5) bludgeoning damage plus 5 (2d4) poison damage</p>
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											<text type="formattedtext"><h>Description</h>
											<p>Legends describe Dareu, the Queen of Forests, as awe-inspiring, possessing such beauty that weak beings go blind from beholding her countenance. A popular legend tells the story of her mercy and gratitude, and how she gives back sight to loyal pilgrims who travel to her oak castle just to see her. Queen Dareu is often seen visiting the Material Plane in the form of a grand white unicorn. She travels the lands healing wounded beasts and sometimes the lesser races with her healing powers. </p>
<p>Queen Dareu crafted a powerful artifact eons before elves roamed the land; a mighty goblet that she infused with the life-force of a dying Archfey just like herself. This was the Queen of Bees and Insects, Anaralla. She perished from her wounds in one of the Feywild wars, with her spirit and might preserved in a new form, inside a magical goblet. The Goblet of Fireflies is the only way to create a firefly golem. </p>
<p>A firefly golem is not a construct or even solid. They are actually swarms of fireflies with the gift of sentience. Each insect is nothing but an appendage while the swarm is intelligent and sentient. The firefly golem is usually dispersed and only coalesces into golem form when it needs to perform its creator's will. Queen Dareu created hundreds of firefly golems and gave them tasks. Most of them serve their queen as guardians and protectors. A few have been stolen and repurposed for other nefarious things. </p>
<p><b>Swarm Density. </b>When a swarm of fire flies gets together to form the firefly golem, the insects are so tightly packed that they form a full physical being. The firefly golem's abilities and attacks are only available to it once it takes physical form. </p>
<p><b>Insect Intelligence. </b>Firefly golems are somewhat intelligent but are unable to abandon their insect-like nature. The only language they understand is sylvan but they cannot speak it. </p>
<p><b>Territorial Nature. </b>Firefly golems are fear some protectors. The area they guard is their sole priority. It is not apparent to the observer that the place is closely guarded because the fireflies are dispersed, but as soon as a threat arises, the firefly golem condenses into physical form and attacks. </p>
<h>Firefly Golem Origins </h>
<p>Cartographer mastermind, Elven Tower, brings us this massive swarm of insect goodness, originating in the adventure, 'Goblet of Fireflies'. </p>
<p>Firefly golems were created to protect the Goblet of Fireflies for eternity.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_fireflygolem_jpg"><b>Full size image:</b> Firefly Golem.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.fireflygolem"><b>Fantasy Grounds stat block:</b> Firefly Golem.</link>
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								<junglewalker>
									<name type="string">Jungle Walker</name>
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											<text type="formattedtext"><h>&#13;Jungle Walker</h>
											<p><i>Large aberration, unaligned</i>
											<b>&#13;Armor Class</b> 18 (natural armor)
											<b>&#13;Hit Points</b> 135 (18d10+36)
											<b>&#13;Speed</b> 0 ft., fly 35 ft. (hover)</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>12 (+1)</td>
												<td>15 (+2)</td>
												<td>14 (+2)</td>
												<td>16 (+3)</td>
												<td>14 (+2)</td>
												<td>16 (+3)</td>
											</tr>
											</table>
											<p>											<b>&#13;Saving Throws</b> Int +6, Wis +5, Cha +6											<b>&#13;Condition Immunities</b> charmed, deafened, frightened, grappled, prone											<b>&#13;Senses</b> blindsight 60 ft., darkvision 60 ft., passive Perception 12
											<b>&#13;Languages</b> --

											<b>&#13;Challenge</b> 8 (3,900 XP)</p>
											<p><b><i>Frightful Presence. </i></b>Each creature that can see the jungle walker at the start of its turn must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jungle walker's Frightful Presence for the next 24 hours.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The jungle walker makes two attacks with its tendrils.<b><i>&#13;Tendril. </i></b><i>Melee Weapon Attack: </i> +5 to hit, reach 10 ft., one creature. <i>Hit: </i> 8 (2d4+3) slashing damage plus an additional 7 (2d6) psychic damage.<b><i>&#13;Deafening Chimes. </i></b>The jungle walker's piping wail reaches excruciating levels for a brief moment. Each creature within 30 feet of the jungle-walker who can hear it must succeed on a DC 14 Wisdom saving throw or take 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.</p>
											<p><u>LEGENDARY ACTIONS</u>
											<b><i>&#13;Options. </i></b>The jungle walker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The jungle walker regains spent legendary actions at the start of its turn.<b><i>&#13;Possess Jungle. </i></b>The jungle walker makes a tendril attack against an enemy within 120 feet of it, possessing mundane a mundane plant.<b><i>&#13;Discordant Pulse (Costs 2 Actions). </i></b>The jungle walker makes its Deafening Chimes action, though creatures make their saving throw with advantage</p>
										</text>
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											<text type="formattedtext"><h>Description</h>
											<p>In the deepest, wildest jungles of the world, fearful tales surround creatures who let no man or beast survive their presence. </p>
<p><b>Otherworldly Beings. </b>Known only as Jungle Walkers, these alien entities are marked by the unearthly chiming that resounds throughout the area as they move. The few who have actually seen these creatures and lived to tell about it describe not a creature that walks, but one that hovers strangely over the ground. The hunched, oval-shaped thing is covered in an insect's chitinous plates and sets of dark, glassy eyes gleam with a hungering intelligence. No mouth or mandible is visible; only wet tendrils that sway and search from below those dark eyes. </p>
<p><b>Tropical Terrors. </b>Those that overhear such stories scoff, remarking that these creatures are only the stuff of legend. But on the rare and dark nights when the chimes can be heard, these brave doubters still douse their fires and pray that it stays away. </p>
<h>Jungle Walker Origins </h>
<p>Created by Alex Clippinger, this creature was first used as the legendary Chultan entity known as Uluu Thalongh in the adventure, 'It Walks the Jungle at Night'.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_junglewalker_jpg"><b>Full size image:</b> Jungle Walker.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.junglewalker"><b>Fantasy Grounds stat block:</b> Jungle Walker.</link>
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								<kenning>
									<name type="string">Kenning</name>
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											<text type="formattedtext"><h>&#13;Kenning</h>
											<p><i>Medium fey, chaotic good</i>
											<b>&#13;Armor Class</b> 13 (natural armor)
											<b>&#13;Hit Points</b> 30 (4d10 + 8)
											<b>&#13;Speed</b> 10 ft., fly 80 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>14 (+2)</td>
												<td>16 (+3)</td>
												<td>14 (+2)</td>
												<td>8 (-1)</td>
												<td>14 (+2)</td>
												<td>8 (-1)</td>
											</tr>
											</table>
											<p>											<b>&#13;Skills</b>  Perception +4											<b>&#13;Senses</b> passive Perception 14
											<b>&#13;Languages</b> Common, Sylvan

											<b>&#13;Challenge</b> 1 (200 XP)</p>
											<p><b><i>Keen Sight. </i></b>The kenning has advantage on Wisdom (Perception) checks that rely on sight.<b><i>&#13;Pack Tactics. </i></b>The kenning has advantage on an attack roll against a creature if at least one of the kenning's allies is within 5 feet of the creature and the ally isn't incapacitated.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The kenning makes two attacks. one with its beak, and one with its claws.<b><i>&#13;Beak. </i></b><i>Melee Weapon Attack: </i> +5 to hit, reach 10 ft., one target. <i>Hit: </i> 5 (1d4 + 3) piercing damage.<b><i>&#13;Claws. </i></b><i>Melee Weapon Attack: </i> +5 to hit, reach 5 ft., one target. <i>Hit: </i> 6 (1d6 + 3) slashing damage</p>
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											<text type="formattedtext"><h>Description</h>
											<p>Kennings are known as protectors of sylvan forests. They are giant ravens that communicate with each other using their own language. </p>
<p><b>Giant Aerial Protectors</b>. These creatures are similar to giant eagles in size. They understand but cannot speak Common and Sylvan. They usually patrol the treetops at the fringes of sylvan forests looking for trespassers. </p>
<p><b>Flocking Birds. </b>If intruders are caught defiling a protected forest, kennings will band together and attack as a flock. They will also send one or more of their number to alert local druids or elves to perceived threats. </p>
<h>Kenning Origins </h>
<p>The Kenning was created by DMs Guild veteran, Scott Bean, and makes its debut here in this publication.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_kenning_jpg"><b>Full size image:</b> Kenning.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.kenning"><b>Fantasy Grounds stat block:</b> Kenning.</link>
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								<koboldaircavalry>
									<name type="string">Kobold Air Cavalry</name>
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											<text type="formattedtext"><h>&#13;Kobold Air Cavalry</h>
											<p><i>Small humanoid (half green dragon winged kobold), lawful evil</i>
											<b>&#13;Armor Class</b> 16 (studded leather armor)
											<b>&#13;Hit Points</b> 44 (8d6+16)
											<b>&#13;Speed</b> 30 ft., fly 50 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>10 (+0)</td>
												<td>18 (+4)</td>
												<td>14 (+2)</td>
												<td>12 (+1)</td>
												<td>10 (+0)</td>
												<td>10 (+0)</td>
											</tr>
											</table>
											<p>											<b>&#13;Senses</b> blindsight 10 ft., darkvision 60 ft., passive Perception 2
											<b>&#13;Languages</b> Common, Draconic

											<b>&#13;Challenge</b> 2 (450 XP)</p>
											<p><b><i>Pack Tactics. </i></b>The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.<b><i>&#13;Quickload. </i></b>The kobold ignores the loading quality of light crossbows.<b><i>&#13;Strafing Run. </i></b>When flying, the kobold can take the Dash action as a bonus action on its turn.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The kobold makes two attacks with its light crossbow.<b><i>&#13;Light Crossbow. </i></b><i>Ranged Weapon Attack: </i> +6 to hit, range 80/320 ft., one target. <i>Hit: </i> 8 (1d8+4) piercing damage.<b><i>&#13;Short Sword. </i></b><i>Melee Weapon Attack: </i> +5 to hit, reach 5 ft., one target. <i>Hit: </i> 6 (1d6+3) piercing damage.<b><i>&#13;Breath Weapon (Recharge 5-6). </i></b>The kobold exhales a breath weapon based upon its color type. Each creature in the area of effect must make a DC 11 saving throw dependent on color type, taking 21 (6d6) damage on a failed saving throw, or half as much damage on a successful one</p>
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											<text type="formattedtext"><h>Description</h>
											<p>Kobolds come in many shapes and sizes, many of which have been detailed in other publications. There are a few kobold groups, however, that seem to have flown under the radar of those who study their culture and habitat. The following is a detailed study of one such group within the kobold society. </p>
<p><b><i>Kobold Air Cavalry.</i></b> Kobold's adoration of dragons is as ancient as the origin of Kurtulmak, and kobolds are known to provide service, and worship, to dragon kind. Occasionally a dragon may see fit to reward a tribe of kobolds with a momentous boon \endash  a clutch of kobold/dragon hybrid eggs. Strong and agile winged kobolds with breath weapons are the result. </p>
<p><b>Table: Breath weapon, resistance, and save type per color</b></p>
					<table>
						<tr>
							<td>Color</td>
							<td>Damage and Resistance Type</td>
							<td>Save Type</td>
						</tr>
						<tr>
							<td>Black</td>
							<td>Acid</td>
							<td>Dexterity</td>
						</tr>
						<tr>
							<td>Blue</td>
							<td>Lightning</td>
							<td>Dexterity</td>
						</tr>
						<tr>
							<td>Red</td>
							<td>Fire</td>
							<td>Dexterity</td>
						</tr>
						<tr>
							<td>Green</td>
							<td>Poison</td>
							<td>Constitution</td>
						</tr>
						<tr>
							<td>White</td>
							<td>Cold</td>
							<td>Constitution</td>
						</tr>
					</table>
<h>Killer Kobolds Origins </h>
<p>The Killer Kobolds were first discovered in the aptly titled, bestselling and most deadly adventure, 'Killer Kobolds' by the storyteller extraordinaire, Tony Petrecca. </p>
<p>In this adventure Kobold Air Cavalry, Kobold Commandos, and their deadly drakes use devastating and devious tactics to terrorize PCs throughout.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_koboldaircavalry_jpg"><b>Full size image:</b> Kobold Air Cavalry.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.koboldaircavalry"><b>Fantasy Grounds stat block:</b> Kobold Air Cavalry.</link>
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								<mindflayercenomorph>
									<name type="string">Mind Flayer Cenomorph</name>
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											<text type="formattedtext"><h>&#13;Mind Flayer Cenomorph</h>
											<p><i>Medium aberration, lawful evil</i>
											<b>&#13;Armor Class</b> 11
											<b>&#13;Hit Points</b> 36 (8d8)
											<b>&#13;Speed</b> 20 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>9 (-1)</td>
												<td>12 (+1)</td>
												<td>10 (+0)</td>
												<td>15 (+2)</td>
												<td>15 (+2)</td>
												<td>15 (+2)</td>
											</tr>
											</table>
											<p>											<b>&#13;Skills</b>  Perception +4, Stealth +3											<b>&#13;Senses</b> darkvision 120 ft., passive Perception 14
											<b>&#13;Languages</b> Deep Speech, telepathy 60 ft.

											<b>&#13;Challenge</b> 3 (700 XP)</p>
											<p><b><i>Magic Resistance. </i></b>The mind flayer cenomorph has advantage on saving throws against spells and other magical effects.
											<b><i>&#13;Innate Spellcasting. </i></b>The mind flayer cenomorph's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:&#13;At will: <i>detect thoughts </i>&#13;
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Tentacles. </i></b><i>Melee Weapon Attack: </i> +1 to hit, reach 5 ft., one creature. <i>Hit: </i>15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 10) and must succeed on a DC 12 Intelligence saving throw or be stunned until the grapple ends.<b><i>&#13;Mind Blast (Recharge 6). </i></b>Each creature in a 60-foot cone emanating from the mind flayer cenomorph must succeed on a DC 12 Intelligence saving throw or take 16 (3d8+2) psychic damage and be stunned for 1 minute. A creature may repeat the save at the end of each of its turns, ending the effect on itself on a success.</p>
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											<text type="formattedtext"><h>Description</h>
											<p>The Mind Flayer Cenomorph represents the stage in an Illithid's life while it is in mid-metamorphosis from its initial humanoid form to that of an adult Mind Flayer. These wretches still retain some of the physical traits of their previous species, giving them a wholly disturbing and foul appearance. Their flesh is twisted and stretched as juvenile tentacles emerge from their faces. Their skin is moist and runny, in places sloughing off on a sheet of mucus, with the gray, lumpy skin of the illithid emerging from beneath. </p>
<p><b>Agony and Confusion. </b>The Mind Flayer Cenomorph is in the process of a transformation that is both physical and mental in nature. As such, the Cenomorph spends much of its time confused and enraged. Much of the time, the adult Mind Flayers of the colony will leave the Cenomorphs in isolation as the last vestiges of their humanoid life fade into madness and change. However, if the Cenomorphs are needed for some purpose, the adult Illithids will calm them psionically. The transformation is incredibly painful for the Cenomorph, so much so that some do not survive the process. </p>
<h>Mindflayer Cenomorph Origins </h>
<p>The Mind Flayer Cenomorph was made by Travis Legge and makes its debut here in this publication.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_mindflayercenomorph_jpg"><b>Full size image:</b> Mind Flayer Cenomorph.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.mindflayercenomorph"><b>Fantasy Grounds stat block:</b> Mind Flayer Cenomorph.</link>
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								<oozedragon>
									<name type="string">Ooze Dragon</name>
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											<text type="formattedtext"><h>&#13;Ooze Dragon</h>
											<p><i>Huge dragon (ooze), unaligned</i>
											<b>&#13;Armor Class</b> 18 (natural armor)
											<b>&#13;Hit Points</b> 172 (15d12+75)
											<b>&#13;Speed</b> 20 ft., climb 20 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>23 (+6)</td>
												<td>10 (+0)</td>
												<td>21 (+5)</td>
												<td>14 (+2)</td>
												<td>13 (+1)</td>
												<td>17 (+3)</td>
											</tr>
											</table>
											<p>											<b>&#13;Saving Throws</b> Dex +5, Con +10, Wis +6, Cha +8											<b>&#13;Skills</b>  Perception +11											<b>&#13;Damage Immunities</b> acid, lightning											<b>&#13;Senses</b> blindsight 120 ft., passive Perception 21
											<b>&#13;Languages</b> Common, Draconic

											<b>&#13;Challenge</b> 20 (25,000 XP)</p>
											<p><b><i>Legendary Resistance (3/Day). </i></b>If the dragon fails a saving throw, it can choose to succeed instead.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The dragon can use its Amorphous Presence. It then makes three attacks. one with its bite and two with its claws.<b><i>&#13;Bite. </i></b><i>Melee Weapon Attack: </i> +11 to hit, reach 10ft., one target. <i>Hit: </i> 11 (2d4+6 ) piercing damage plus 7 (2d6) acid damage.<b><i>&#13;Claw. </i></b><i>Melee Weapon Attack: </i> +11 to hit, reach 5ft., one target. <i>Hit: </i> 8 (1d4+6) slashing damage plus 5 (2d4) acid damage.<b><i>&#13;Tail. </i></b><i>Melee Weapon Attack: </i> +11 to hit, reach 15ft., one target. <i>Hit: </i> 15 (2d8+6) bludgeoning damage.<b><i>&#13;Amorphous Presence. </i></b>Each creature, of the dragon's choice, that is within 5 feet of the dragon must succeed on a DC 18 Dexterity saving throw. On a successful save, nothing happens. On a failed save, the creature takes 14 (4d6) acid damage and is engulfed within the dragons form. Engulfed creatures cannot breathe, are grappled and restrained, and take 28 (8d6) acid damage at the start of each of the dragons turns.\rAn engulfed creature can try to escape by taking an action to make a DC 18 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the dragon.<b><i>&#13;Digesting Breath (Recharge 5-6). </i></b>The dragon exhales gelatinous ooze in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much on a successful save. Any nonmagical weapons or armor that is worn by a creature that fails the save begin to corrode, taking a permanent and cumulative -1 penalty to either damage or AC dependant on the item.</p>
											<p><u>REACTIONS</u>
											<b><i>&#13;Split. </i></b>When the dragon that is Huge or larger would take more than 30 lightning or slashing damage from one spell or attack, it splits into two new dragons. Each new dragon has hit points equal to half of the original dragon at the point of it splitting, rounded down. New dragons are one size smaller than the original dragon. Any creatures under the effects of the dragons Amorphous Presence are freed.</p>
											<p><u>LEGENDARY ACTIONS</u>
											<b><i>&#13;Options. </i></b>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.<b><i>&#13;Detect. </i></b>The dragon makes a Wisdom (Perception) check.<b><i>&#13;Tail Attack. </i></b>The dragon makes a tail attack.<b><i>&#13;Loose Form (Costs 2 Actions). </i></b>The dragon loses its defined shape and spreads out as a pool of acidic ooze. Each creature within 60ft of the dragons current position must make a DC 18 Dexterity saving throw or take 14 (4d6) acid damage and have their movement speed halved whi1st in this effect. In this form, the dragon can no longer attack and has its speed reduced to 0. At the beginning of its next turn, the dragon reforms in the space it occupied prior to activating this action. Any creatures under the effects of the dragons Amorphous Presence are freed.</p>
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											<text type="formattedtext"><h>Description</h>
											<p>No matter the difference in honor between chromatic and metallic dragons, one would be hard-pressed to argue that they aren't noble creatures. The inverse is true of the Ooze Dragon; a being so strange that not even the ever-changing layers of Limbo could spit it out. Only one ooze dragon is known to exist, born as an experiment of a crazed alchemist who sought to create a weapon so powerful none could oppose them. Over years of work and arcane horrors, a wyrmlings flesh and blood was warped to become translucent and gelatinous. The dragon was driven mad by this process, however, eventually killing its creator and escaping into the wild. </p>
<p><b>Digestive Tactics. </b>Those few who claim to have met with the Ooze Dragon, and lived to tell the tell the tale, usually do not come back whole. Due to its amorphous body, the ooze dragon can absorb creatures and eat away at their flesh with its caustic ichor, melting those who cannot escape within minutes. Trails of half-digested flora and fauna can be found in the wake of the dragon and entire skeletons are commonly found here too. </p>
<p><b>Terrible Reminder. </b>The body of the ooze dragon is entirely molded out of a translucent blue gel that loosely grips the last remaining elements of a vestigial skeleton. An entire skull is present but missing its bottom jaw, its spine and ribcage float aimlessly in its malformed torso and the claws in its feet remain. Empty eye sockets peer out of the skull but it is clear the creature can still see. In the center of the beast, a large heart has ceased beating and crystallized into a deep red gem that glistens in the light. </p>
<p><b>Without Purpose. </b>None are sure what the ooze dragon wants, but most agree that neither does the dragon itself. It takes no permanent lair, does not attempt to communicate with other dragons and seems to have no interest in collecting treasure or relics of importance. It ignores humanoids when it can and swiftly deals with any threats without attempting diplomacy. Most regard it as a force of nature now and simply try to stay out of its way, but others have noticed from its pattern of movement that it seems to be searching for something; no one knows quite what. </p>
<h>Ooze Dragon Origins </h>
<p>The Ooze Dragon was created by Beeholder Press (S.G. Tillings) and makes its debut here in this publication.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_oozedragon_jpg"><b>Full size image:</b> Ooze Dragon.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.oozedragon"><b>Fantasy Grounds stat block:</b> Ooze Dragon.</link>
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								<stormhound>
									<name type="string">Storm Hound</name>
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											<text type="formattedtext"><h>&#13;Storm Hound</h>
											<p><i>Medium elemental, lawful evil</i>
											<b>&#13;Armor Class</b> 15 (natural armor)
											<b>&#13;Hit Points</b> 45 (7d8 + 14)
											<b>&#13;Speed</b> 50 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>17 (+3)</td>
												<td>12 (+1)</td>
												<td>14 (+2)</td>
												<td>6 (-2)</td>
												<td>13 (+1)</td>
												<td>6 (-2)</td>
											</tr>
											</table>
											<p>											<b>&#13;Skills</b>  Perception +3											<b>&#13;Damage Immunities</b> lightning											<b>&#13;Senses</b> passive Perception 13
											<b>&#13;Languages</b> Understands Primordial but can't speak

											<b>&#13;Challenge</b> 2 (450 XP)</p>
											<p><b><i>Keen Hearing And Smell. </i></b>The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.<b><i>&#13;Pack Tactics. </i></b>The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Bite. </i></b><i>Melee Weapon Attack: </i> +5 to hit, reach 5ft., one creature. <i>Hit: </i> 7 (1d8 + 3) piercing damage plus 7 (2d6) lightning damage.<b><i>&#13;Lightning Breath (Recharge 5-6). </i></b>The hound exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much on a successful one.<b><i>&#13;Thunderous Transport (Recharge 4-6). </i></b>The storm hound turns into a bolt of lightning and magically teleports up to 40 feet to an unoccupied space it can see.\rUpon arrival, a thunderous force explodes from the storm hound. Each creature in a 15-foot cube originating from the storm hound must succeed on a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed 10 feet away from the storm hound. On a successful save, a target takes half damage and isn't pushed.\rIn addition, unsecured objects that are completely within the area are automatically pushed 10 feet away from the storm hound. Using this action emits a thunderous boom audible out to 300 feet</p>
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											<text type="formattedtext"><h>Description</h>
											<p>Storm Hounds are companions often used by the Aarakocra. These wolf-like creatures appear to be made of wisps of cloud-like smoke with crackling lightning constantly surging through their bodies. They are often used to hunt down foes, gather meat for meals, or just additional protection. When found in the wild they quickly become vicious. </p>
<p><b>Elemental Forces. </b>Storm hounds are beings of pure elemental force, who mimic their element to a key. Storm hounds have tempers that seem to appear like thunderous squalls, surging throughout an area in tempestuous rages. These elementals have the ability to teleport as a bolt of lighting, smashing through buildings, markets and people without thought. </p>
<h>Storm Hound Origins </h>
<p>The Storm Hound was created by Justin Handlin and makes its debut here in this publication.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_stormhound_jpg"><b>Full size image:</b> Storm Hound.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.stormhound"><b>Fantasy Grounds stat block:</b> Storm Hound.</link>
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								<tempestbeast>
									<name type="string">Tempest Beast</name>
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											<text type="formattedtext"><h>&#13;Tempest Beast</h>
											<p><i>Large beast, unaligned</i>
											<b>&#13;Armor Class</b> 15 (natural armor)
											<b>&#13;Hit Points</b> 102 (12d10+36)
											<b>&#13;Speed</b> 30 ft., swim 30 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>18 (+4)</td>
												<td>15 (+2)</td>
												<td>16 (+3)</td>
												<td>2 (-4)</td>
												<td>12 (+1)</td>
												<td>5 (-3)</td>
											</tr>
											</table>
											<p>											<b>&#13;Skills</b>  Perception +3, Stealth +4											<b>&#13;Damage Immunities</b> lightning											<b>&#13;Senses</b> passive Perception 13
											<b>&#13;Languages</b> --

											<b>&#13;Challenge</b> 4 (1,100 XP)</p>
											<p><b><i>Charged Body. </i></b>A creature that touches the tempest beast or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. This damage is increased by 4 (1d6) if the creature is at least partially submerged in water.<b><i>&#13;Hold Breath. </i></b>The tempest beast can hold its breath for one hour.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The tempest beast makes two attacks. one with its bite and one with its claws.<b><i>&#13;Bite. </i></b><i>Melee Weapon Attack: </i> +6 to hit, reach 5 ft., one target. <i>Hit: </i> 10 (1d10+4) piercing damage.<b><i>&#13;Claws. </i></b><i>Melee Weapon Attack: </i> +6 to hit, reach 5 ft., one target. <i>Hit: </i> 11 (2d6+4) slashing damage.<b><i>&#13;Thunderous Sweep (Recharge 6). </i></b>Two creatures within 10 feet of each other and five feet of the tempest beast must succeed in a DC 14 Dexterity saving throw. On a failed save, the target takes 9 (2d4+4) slashing damage and 4 (1d6) thunder damage and is pushed 10 feet away from the tempest beast. If successful, the target takes half the damage and is not pushed back</p>
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											<text type="formattedtext"><h>Description</h>
											<p>These dinosaur-like creatures resemble large crocodiles but with shorter snouts and longer necks. They have a ridge of blue plates running down their backs and a gaping maw containing rows of sharp teeth. Their initial proximity to magic imbued in them elemental power, which was then bred into the species. </p>
<p><b>Shock &amp; Awe. </b>Tempest beasts are aware of their elemental powers and make ample use of their unique capabilities in order to slay their prey. With being dangerous while in water, tempest beasts usually lie in wait on shores or within shallow water. Once their target gets too close, they home in on their target. </p>
<p><b>Caring Mothers. </b>Despite their ferocious behavior, tempest beast mothers care and guard for their young. They share part of their game with their children in order to nurture them. There is only one thing more dangerous than a tempest beast on the hunt; a tempest beast mother guarding her young. </p>
<h>Tempest Beast Origins </h>
<p>Appearing in the visually stunning and best-selling adventure; 'Shore of Dreams' by Florian Emmerich &amp; JVC Parry. </p>
<p>During this adventure, several tempest beasts guard the entrance and interior of the temple of the storm.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_tempestbeast_jpg"><b>Full size image:</b> Tempest Beast.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.tempestbeast"><b>Fantasy Grounds stat block:</b> Tempest Beast.</link>
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								<terracottasoldier>
									<name type="string">Terracotta Soldier</name>
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											<text type="formattedtext"><h>&#13;Terracotta Soldier</h>
											<p><i>Medium construct, unaligned</i>
											<b>&#13;Armor Class</b> 21 (natural armor)
											<b>&#13;Hit Points</b> 15 (2d8 + 6)
											<b>&#13;Speed</b> 30 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>19 (+4)</td>
												<td>10 (+0)</td>
												<td>16 (+3)</td>
												<td>3 (-4)</td>
												<td>11 (+0)</td>
												<td>2 (-4)</td>
											</tr>
											</table>
											<p>											<b>&#13;Skills</b>  Perception +2											<b>&#13;Damage Immunities</b> poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine											<b>&#13;Condition Immunities</b> charmed, frightened, petrified, poisoned											<b>&#13;Senses</b> darkvision 120 ft., passive Perception 12
											<b>&#13;Languages</b> 
											<b>&#13;Challenge</b> 2 (450 XP)</p>
											<p><b><i>Immutable Form. </i></b>The terracotta soldier is immune to any spell or effect that would alter its form.<b><i>&#13;Magic Resistance. </i></b>The terracotta soldier has advantage on saving throws against spells and other magical effects.<b><i>&#13;Magic Weapons. </i></b>The terracotta soldier's weapon attacks are magical.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Spear. </i></b><i>Melee or Ranged Weapon Attack: </i> +6 to hit, reach 5 ft. or range 20/60 ft., one target. <i>Hit: </i> 7 (1d6 + 4) piercing damage.<b><i>&#13;Slow (Recharge 5-6). </i></b>The terracotta soldier targets one or more creatures it can see within 10 feet of it. Each target must make a DC 14 Wisdom saving throw against this magic.\rOn a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success</p>
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											<text type="formattedtext"><h>Description</h>
											<p>An illustrious emperor, the founder of a powerful dynasty, commissioned this army of constructs from the wizards of his court. They were made not to serve him in life, but to guard him in death. Platoons of terracotta sculptures in the shape of armed warriors were buried with the emperor in his massive mausoleum, to defend him during his eternal rest. </p>
<p><b>Eternal Guardians. </b>Hidden for millennia, these stone guardians were thought by scholars to be merely decorative statues— until someone tried to move the emperor's remains. </p>
<h>Terracotta Warriors Origins </h>
<p>Originally published in the bestselling supplement; 'Alchemical Archetypes' by Jeremy Forbing.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_terracottasoldier_jpg"><b>Full size image:</b> Terracotta Soldier.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.terracottasoldier"><b>Fantasy Grounds stat block:</b> Terracotta Soldier.</link>
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								<theevildoll>
									<name type="string">The Evil Doll</name>
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											<text type="formattedtext"><h>&#13;The Evil Doll</h>
											<p><i>Tiny construct, chaotic evil</i>
											<b>&#13;Armor Class</b> 14
											<b>&#13;Hit Points</b> 119 (14d10+42)
											<b>&#13;Speed</b> 20 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>7 (-2)</td>
												<td>18 (+4)</td>
												<td>17 (+3)</td>
												<td>8 (-1)</td>
												<td>10 (+0)</td>
												<td>16 (+3)</td>
											</tr>
											</table>
											<p>											<b>&#13;Damage Vulnerabilities</b> fire											<b>&#13;Damage Resistances</b> piercing and slashing from nonmagical weapons											<b>&#13;Damage Immunities</b> poison											<b>&#13;Condition Immunities</b> charmed, exhaustion, frightened, poisoned, unconscious											<b>&#13;Senses</b> darkvision 60 ft., passive Perception 10
											<b>&#13;Languages</b> Common

											<b>&#13;Challenge</b> 4 (1,100 XP)</p>
											<p><b><i>False Appearance. </i></b>While the Evil Doll remains motionless, it is indistinguishable from an ordinary, inanimate children's doll.<b><i>&#13;Frightening Lullaby. </i></b>Once per day, the Evil Doll can use a bonus action to sing a creepy children's lullaby. All creatures within a 30 ft. radius that can hear it must succeed a DC 15 Wisdom saving throw.\rOn a failed saving throw the creature will become frightened and must succeed on another DC 15 Wisdom saving throw to break the enchantment at the end of their next turn. On a second failed save, the creature will become paralyzed, and can attempt a DC 15 Wisdom saving throw on each turn. Once it has succeeded a saving throw, the creature will no longer be paralyzed.<b><i>&#13;Shadow Blend (Recharge 5-6). </i></b>As a bonus action, the Evil Doll can disappear to the evil places that lurk in the shadows. Use this feature as an escape mechanism.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The evil doll makes two attacks. one with its knife and one with its claw.<b><i>&#13;Claw. </i></b><i>Melee Weapon Attack: </i> +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) slashing damage.<b><i>&#13;Knife. </i></b><i>Melee Weapon Attack: </i> +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage</p>
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											<text type="formattedtext"><h>Description</h>
											<p>An insane and murderous spirit trapped within a porcelain body, the Evil Doll hates all living creatures, especially those of a good alignment. It hungers to deal death and must kill to satisfy that hunger. </p>
<p><b>Sly Deceiver. </b>Often mistaken for the toy it once was, the Evil Doll utilizes this false appearance to gain the upper hand, and trust, of unsuspecting victims, before slaying them in order to satisfy its internal lust for murder. Terrifying Foreshadow. It is said that one might hear the evil doll's lullaby, and childish giggles, in the night well before they see her, though by that time, it is already too late. There have been few who have survived an encounter with such a being, and even less that are left psychologically unscarred. The Evil Doll is absolutely terrifying! </p>
<h>The Evil Doll Origins </h>
<p>First seen in the Platinum best-selling adventure, 'The Haunt' by the super-prolific Phil Beckwith at P.B. Publishing. </p>
<p>The evil doll terrorized adventurers who had the courage to enter the haunted Montarthas Manor.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_theevildoll_jpg"><b>Full size image:</b> The Evil Doll.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.theevildoll"><b>Fantasy Grounds stat block:</b> The Evil Doll.</link>
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								<thegulabus>
									<name type="string">The Gulabus</name>
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											<text type="formattedtext"><h>&#13;The Gulabus</h>
											<p><i>Medium fiend (demon), chaotic evil</i>
											<b>&#13;Armor Class</b> 15 (natural armor)
											<b>&#13;Hit Points</b> 82 (11d8 + 33)
											<b>&#13;Speed</b> 20 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>16 (+3)</td>
												<td>10 (+0)</td>
												<td>17 (+3)</td>
												<td>17 (+3)</td>
												<td>13 (+1)</td>
												<td>16 (+3)</td>
											</tr>
											</table>
											<p>											<b>&#13;Saving Throws</b> Str +6, Cha +6											<b>&#13;Skills</b>  Deception +6, Perception +4, Persuasion +6											<b>&#13;Damage Immunities</b> fire, poison											<b>&#13;Condition Immunities</b> poisoned											<b>&#13;Senses</b> darkvision 60 ft., passive Perception 14
											<b>&#13;Languages</b> Common, Abyssal, telepathy 60 ft. (works only  with creatures that understand Common or Abyssal)

											<b>&#13;Challenge</b> 5 (1,800 XP)</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The gulabus can make three attacks. one with its bite, and two with its claws.<b><i>&#13;Bite. </i></b><i>Melee Weapon Attack: </i> +6 to hit, reach 5 ft., one target. <i>Hit: </i> 8 (1d10+3) piercing damage.<b><i>&#13;Claws. </i></b><i>Melee Weapon Attack: </i> +6 to hit, reach 5 ft., one target. <i>Hit: </i> 5 (1d4+3) slashing damage plus 10 (3d6) poison damage. The target can make a DC 14 Constitution saving throw to halve the poison damage</p>
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											<text type="formattedtext"><h>Description</h>
											<p>Gulabuses are repulsive creatures who look like morbidly obese humans with deformed facial traits. They mostly live in the Abyss but are occasionally encountered in the rest of the Lower Planes. They only come to the Material Plane when summoned, and most of the time, nobody ever knows they were there. </p>
<p><b>Masters of Rituals. </b>Gulabuses, also known as demons of gluttony, use succulent dishes and fine drinks to corrupt the souls of sentient humanoids. They're masters of ritual magic and know how to make demonic food and beverages which gives them control over the people who consume them. Every gulabus has its own tricks so feel free to make up your own. If the demon is corrupting people with tainted cookies or wine, you're doing it right! </p>
<p><b>Secretive and Deceitful. </b>Demons of gluttony prefer to stay out of sight and act from the shadows. A gulabus typically infiltrates a small community without anyone noticing it, corrupts a handful of people to act as its proxies, and then spread its influence to the entire village. By the time the local authorities realize what's going on, it's usually too late and the gulabus has an army of peasants to protect it. Because the demon of gluttony uses food and drinks to control people, anyone is a potential threat. Even an old lady selling cookies to buy her medicine might, in fact, be a gulabus's agent spreading its corruption. </p>
<h>Gulabus Origins </h>
<p>From the genius mind of Benoit de Bernardy, this demon appears in the Platinum best-selling mystery adventure, 'Banquet of the Damned'.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_thegulabus_jpg"><b>Full size image:</b> The Gulabus.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.thegulabus"><b>Fantasy Grounds stat block:</b> The Gulabus.</link>
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								<thehood>
									<name type="string">The Hood</name>
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											<text type="formattedtext"><h>&#13;The Hood</h>
											<p><i>Tiny undead, unaligned</i>
											<b>&#13;Armor Class</b> 18
											<b>&#13;Hit Points</b> 27 (6d8)
											<b>&#13;Speed</b> 0 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>16 (+3)</td>
												<td>16 (+3)</td>
												<td>16 (+3)</td>
												<td>12 (+1)</td>
												<td>14 (+2)</td>
												<td>14 (+2)</td>
											</tr>
											</table>
											<p>											<b>&#13;Saving Throws</b> Wis +5, Cha +5											<b>&#13;Skills</b>  Deception +5, Perception +5, Persuasion +5											<b>&#13;Damage Vulnerabilities</b> cold, radiant											<b>&#13;Damage Resistances</b> necrotic											<b>&#13;Condition Immunities</b> charmed, paralyzed, prone											<b>&#13;Senses</b> darkvision 60 ft., passive Perception 15
											<b>&#13;Languages</b> Common, Abyssal

											<b>&#13;Challenge</b> 6 (2,300 XP)</p>
											<p><b><i>False Appearance. </i></b>While it remains motionless, The Hood is indistinguishable from a normal red hooded cloak.<b><i>&#13;Symbiosis. </i></b>The wearer of The Hood becomes involved in a symbiotic relationship with it. All The Hood's statistics replace those of the wearer unless they are inferior. This includes hit points.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Hooded Charming. </i></b>As an action, the fiendish will of The Hood exerts its will on another. The victim, who must be touching the cloak, must succeed on a DC 15 Wisdom saving throw; failure results in The Hood taking full control of the target. A successful save means the target is immune to the Hooded Charming for the next 24 hours. If the attempted possession fails, the target can make a DC 15 Wisdom (Insight) or (Perception) check. Only on a success does the target know or realize that The Hood attempted a possession</p>
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											<text type="formattedtext"><h>Description</h>
											<p>The Hood is an unusual type of fiend that existence relies upon a close relationship with another host creature. Hoods are normally transported to The Material Plane by demonic lords during the planning stages of an abyssal invasion to cause chaos and havoc within the invasion zone. With so many Hoods being released and so many invasions never happening, many Hoods now roam freely of their own will. </p>
<p><b>Symbiotic Connection. </b>The Hood's existence relies upon a host to survive. The will of The Hood is near absolute, usually resulting in the host's emotional status turning vile and murderous, resulting in the death of the host and The Hood moving to a new area. </p>
<p><b>Mindless Chant. </b>Though The Hood's will is strong, any host capable of speech has the tendency of betraying The Hood with its uncontrollable chant. Once the host becomes hungry, a chant of &quot;Feed the hood \'85 Feed the hood&quot; will be heard moments before the host strikes. Many a Hood has met its doom at the mindless betrayal of its host. </p>
<p><b>Hooded Color. </b>Most Hood's don't have a preferred color. Most choose to adopt a color appealing to the intended host. Red is popular due to blood stains, resulting from the host's murderous sprees, not being immediately visible. </p>
<h>The Hood Origins </h>
<p>Another of Ken Carcas' monsters, The Hood debuts in the JVC Parry's encounter compilation; 'Grimm Encounters'. </p>
<p>Initially, Red Riding was the intended villain, but in the end, The Hood made more sense for that role.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_thehood_jpg"><b>Full size image:</b> The Hood.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.thehood"><b>Fantasy Grounds stat block:</b> The Hood.</link>
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								<tombspider>
									<name type="string">Tomb Spider</name>
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											<text type="formattedtext"><h>&#13;Tomb Spider</h>
											<p><i>Large beast, neutral evil</i>
											<b>&#13;Armor Class</b> 14 (natural armor)
											<b>&#13;Hit Points</b> 52 (8d10+8)
											<b>&#13;Speed</b> 30 ft., climb 30 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>14 (+2)</td>
												<td>16 (+3)</td>
												<td>12 (+1)</td>
												<td>8 (-1)</td>
												<td>11 (+0)</td>
												<td>4 (-3)</td>
											</tr>
											</table>
											<p>											<b>&#13;Skills</b>  Perception +4, Stealth +7											<b>&#13;Damage Immunities</b> necrotic											<b>&#13;Senses</b> blindsight 10 ft., darkvision 60 ft., passive Perception 14
											<b>&#13;Languages</b> --

											<b>&#13;Challenge</b> 3 (700 XP)</p>
											<p><b><i>Spider Climb. </i></b>The tomb spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<b><i>&#13;Tomb-tainted. </i></b>If the spider is dealt necrotic damage, it instead takes no damage and regains hit points equal to the damage taken.<b><i>&#13;Web Sense. </i></b>While in contact with a web, the tomb spider knows the exact location of any other creature in contact with the web.<b><i>&#13;Web Walker. </i></b>The tomb spider ignores movement restrictions caused by webbing.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The spider makes two bite attacks.<b><i>&#13;Bite. </i></b><i>Melee Weapon Attack: </i> +5 to hit, reach 5ft., one creature. <i>Hit: </i> 7 (1d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. Any creature that fails the save is poisoned for 1 hour. While poisoned in this way, any effect that would heal the creature instead deals necrotic damage, and any effect that would deal necrotic damage instead heals the creature.<b><i>&#13;Web (Recharge 5-6). </i></b><i>Melee Weapon Attack: </i> +5 to hit, range 30/60ft., one creature. <i>Hit: </i> The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, piercing and psychic damage)</p>
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											<text type="formattedtext"><h>Description</h>
											<p>Tomb spiders are arachnids infused with negative energies that have the power to reanimate corpses as hosts for their offspring. </p>
<p><b>Complex Lifecycle. </b>A tomb spider's life cycle is a bizarre process that depends entirely on dead bodies. Once a <b>tomb spider </b>has mated, it selects a suitable corpse and deposits its eggs inside the cadaver. The eggs are infused with negative energy, which leaks out into the corpse and reanimating it as an undead known as a <b>web mummy</b>. This zombified corpse defends the mother spider from harm. As the eggs mature, they sap the nutrients from the mummy. Eventually, the eggs will hatch and the <b>broodswarm</b> within devours the undead for its first meal. The web mummy and broodswarm stat blocks can be found in '<b><i>Monsters of the Guild</i></b>' (please see the  promotional page in this module ).</p>
<p><b>Potent Venom.</b> The poison possessed by tomb spiders and their brood swarm is dangerous, not only because of its ability to burn through a creature's vascular system, but also because it carries with it some of the negative energy that the tomb spider holds. As it invades a bitten creature, it alters their physiology so that healing magic and necrotic damage are reversed. </p>
<p><b>Graveyard Denizens. </b>Tomb spiders live on the outskirts of civilization, in dark woods on the edge of burial grounds or in unexplored depths of ancient mausoleums. Their dependency on corpses means that they can never stray too far from other living creatures. Despite this, some aggressive tomb spiders that are capable of killing enough creatures, such as horses and unfortunate travelers, do exist further out into the wilderness. </p>
<h>Tomb Spider Origins </h>
<p>The Tomb Spider, Web Mummy, and Broodswarm all feature in David Morris' yet to be released 'Van Ritchen's Guide to the Undead'. This delightfully horrific un dead 'family' was designed by the monster man himself, JVC Parry.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_tombspider_jpg"><b>Full size image:</b> Tomb Spider.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.tombspider"><b>Fantasy Grounds stat block:</b> Tomb Spider.</link>
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											<text type="formattedtext"><h>&#13;Werespider</h>
											<p><i>Medium humanoid (human, shapechanger), neutral evil</i>
											<b>&#13;Armor Class</b> 14 in humanoid form, 15 in spider or hybrid
											<b>&#13;Hit Points</b> 71 (11d8 + 22)
											<b>&#13;Speed</b> 30 ft., climb 30 ft.</p>
											<table>
											<tr>
												<td><b>STR</b></td>
												<td><b>DEX</b></td>
												<td><b>CON</b></td>
												<td><b>INT</b></td>
												<td><b>WIS</b></td>
												<td><b>CHA</b></td>
											</tr>
											<tr>
												<td>10 (+0)</td>
												<td>19 (+4)</td>
												<td>14 (+2)</td>
												<td>10 (+0)</td>
												<td>11 (+0)</td>
												<td>10 (+0)</td>
											</tr>
											</table>
											<p>											<b>&#13;Skills</b>  Perception +3, Stealth +10											<b>&#13;Damage Immunities</b> bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered											<b>&#13;Senses</b> blindsight 10 ft., darkvision 60 ft., passive Perception 13
											<b>&#13;Languages</b> Common

											<b>&#13;Challenge</b> 5 (1,800 XP)</p>
											<p><b><i>Shapechanger. </i></b>The werespider can use its action to morph into a spider-humanoind hybrid or into a giant spider, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.<b><i>&#13;Spider Climb (Spider And Hybrid Form Only). </i></b>The werespider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<b><i>&#13;Web Sense (Spider Or Hybrid Form Only). </i></b>While in contact with a web, the werespider knows the exact location of any other creature in contact with the same web.<b><i>&#13;Web Walker (Spider Or Hybrid Form Only). </i></b>The werespider ignores movement restrictions caused by webbing.
											
											</p>
											<p><u>ACTIONS</u>
											<b><i>&#13;Multiattack. </i></b>The werespider makes two attacks, one of which can be a bite attack.<b><i>&#13;Bite (Spider and Hybrid Form Only). </i></b><i>Melee Weapon Attack: </i> +7 to hit, reach 5 ft., one target. <i>Hit: </i> 8 (1d8 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. If the target is a humanoid, it must succeed on a second DC 13 Constitution saving throw or be cursed with werespider lycanthropy.<b><i>&#13;Rapier (Human and Hybrid Form Only). </i></b><i>Melee Weapon Attack: </i> +7 to hit, reach 5 ft., one target. <i>Hit: </i> 8 (1d8 + 4) piercing damage.<b><i>&#13;Web (Spider or Hybrid Form Only). </i></b>Ranged Weapon Attack. +7 to hit, range 30/60 ft., one target. <i>Hit: </i> The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)</p>
										</text>
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											<align type="string">left</align>
											<text type="formattedtext"><h>Description</h>
											<p>within devours the undead for its first meal. Werespider Werespiders are graceful, slender lycanthropes straight from many people's worst nightmares. When they are at rest, werespiders sit perfectly still in dark corners. </p>
<p><b>Patient Assassins. </b>Werespiders are stealthy assassins with cold and distant personalities. They are extremely patient and can wait unmoving for days in a small space to ambush their prey. In their humanoid and hybrid forms, werespiders prefer light and ranged weapons and use surprise to bring down enemies. </p>
<p><b>Scourge of the Underdark. </b>Werespiders are most common in the Underdark. Duergar and svirfneblin who become werespiders will usually leave their cities and wander the tunnels of the Underdark, staying in their hybrid or beast form to keep away predators. Some even head to the surface where finding prey is easier. Drow who become cursed remain in civilization and are open about their lycanthropy, claiming the condition is a blessing from Lolth. </p>
<h>Werespider Origins </h>
<p>James Introcaso's werespider first ap peared in his World Builder Blog Presents Arachnids, Wraiths, &amp; Zombies supplement alongside monstrous spiders, monstrous scorpions, dread wraiths, and zombie dragons.</p>
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												<link type="windowreference" class="imagewindow" recordname="image.img_werespider_jpg"><b>Full size image:</b> Werespider.</link>
												<link type="windowreference" class="npc" recordname="reference.npcdata.werespider"><b>Fantasy Grounds stat block:</b> Werespider.</link>
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								</werespider>
							</refpages>
						</subchapter_01>
					</subchapters>
				</chapter_00>
			</chapters>
		</referencemanual>
	</reference>
	<lists>
		<monsters>
			<sortlist>
				<name type="string">NPCs</name>
				<index>
					<id01>
						<listlink type="windowreference">
							<class>reference_colindex</class>
							<recordname>lists.monsters.byletter</recordname>
						</listlink>
						<name type="string">NPCs - Alphabetical Index</name>
					</id01>
					<id02>
						<listlink type="windowreference">
							<class>reference_colindex</class>
							<recordname>lists.monsters.bycr</recordname>
						</listlink>
						<name type="string">NPCs - Challenge Rating Index</name>
					</id02>
					<id03>
						<listlink type="windowreference">
							<class>reference_colindex</class>
							<recordname>lists.monsters.bytype</recordname>
						</listlink>
						<name type="string">NPCs - Class Index</name>
					</id03>
				</index>
			</sortlist>
			<byletter>
				<description type="string">NPCs by Name</description>
				<groups>
					<typeletterA>
						<description type="string">A</description>
						<index>
							<arcaneooze>
								<name type="string">Arcane Ooze</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.arcaneooze</recordname>
								</link>
							</arcaneooze>
						</index>
					</typeletterA>
					<typeletterB>
						<description type="string">B</description>
						<index>
							<beholdereyeofthedeep>
								<name type="string">Beholder, Eye Of The Deep</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.beholdereyeofthedeep</recordname>
								</link>
							</beholdereyeofthedeep>
							<bonegiant>
								<name type="string">Bone Giant</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.bonegiant</recordname>
								</link>
							</bonegiant>
							<boundcolossus>
								<name type="string">Bound Colossus</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.boundcolossus</recordname>
								</link>
							</boundcolossus>
						</index>
					</typeletterB>
					<typeletterD>
						<description type="string">D</description>
						<index>
							<demonblight>
								<name type="string">Demon Blight</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.demonblight</recordname>
								</link>
							</demonblight>
						</index>
					</typeletterD>
					<typeletterE>
						<description type="string">E</description>
						<index>
							<eelfolk>
								<name type="string">Eelfolk</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.eelfolk</recordname>
								</link>
							</eelfolk>
						</index>
					</typeletterE>
					<typeletterF>
						<description type="string">F</description>
						<index>
							<fireflygolem>
								<name type="string">Firefly Golem</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.fireflygolem</recordname>
								</link>
							</fireflygolem>
						</index>
					</typeletterF>
					<typeletterJ>
						<description type="string">J</description>
						<index>
							<junglewalker>
								<name type="string">Jungle Walker</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.junglewalker</recordname>
								</link>
							</junglewalker>
						</index>
					</typeletterJ>
					<typeletterK>
						<description type="string">K</description>
						<index>
							<kenning>
								<name type="string">Kenning</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.kenning</recordname>
								</link>
							</kenning>
							<koboldaircavalry>
								<name type="string">Kobold Air Cavalry</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.koboldaircavalry</recordname>
								</link>
							</koboldaircavalry>
						</index>
					</typeletterK>
					<typeletterM>
						<description type="string">M</description>
						<index>
							<mindflayercenomorph>
								<name type="string">Mind Flayer Cenomorph</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.mindflayercenomorph</recordname>
								</link>
							</mindflayercenomorph>
						</index>
					</typeletterM>
					<typeletterO>
						<description type="string">O</description>
						<index>
							<oozedragon>
								<name type="string">Ooze Dragon</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.oozedragon</recordname>
								</link>
							</oozedragon>
						</index>
					</typeletterO>
					<typeletterS>
						<description type="string">S</description>
						<index>
							<stormhound>
								<name type="string">Storm Hound</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.stormhound</recordname>
								</link>
							</stormhound>
						</index>
					</typeletterS>
					<typeletterT>
						<description type="string">T</description>
						<index>
							<tempestbeast>
								<name type="string">Tempest Beast</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.tempestbeast</recordname>
								</link>
							</tempestbeast>
							<terracottasoldier>
								<name type="string">Terracotta Soldier</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.terracottasoldier</recordname>
								</link>
							</terracottasoldier>
							<theevildoll>
								<name type="string">The Evil Doll</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.theevildoll</recordname>
								</link>
							</theevildoll>
							<thegulabus>
								<name type="string">The Gulabus</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.thegulabus</recordname>
								</link>
							</thegulabus>
							<thehood>
								<name type="string">The Hood</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.thehood</recordname>
								</link>
							</thehood>
							<tombspider>
								<name type="string">Tomb Spider</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.tombspider</recordname>
								</link>
							</tombspider>
						</index>
					</typeletterT>
					<typeletterW>
						<description type="string">W</description>
						<index>
							<werespider>
								<name type="string">Werespider</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.werespider</recordname>
								</link>
							</werespider>
						</index>
					</typeletterW>
				</groups>
			</byletter>
			<bycr>
				<description type="string">NPCs by CR</description>
				<groups>
					<id-00003>
						<description type="string">CR 1/2</description>
						<index>
							<eelfolk>
								<name type="string">Eelfolk</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.eelfolk</recordname>
								</link>
							</eelfolk>
						</index>
					</id-00003>
					<id-00004>
						<description type="string">CR 1</description>
						<index>
							<kenning>
								<name type="string">Kenning</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.kenning</recordname>
								</link>
							</kenning>
						</index>
					</id-00004>
					<id-00005>
						<description type="string">CR 2</description>
						<index>
							<koboldaircavalry>
								<name type="string">Kobold Air Cavalry</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.koboldaircavalry</recordname>
								</link>
							</koboldaircavalry>
							<stormhound>
								<name type="string">Storm Hound</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.stormhound</recordname>
								</link>
							</stormhound>
							<terracottasoldier>
								<name type="string">Terracotta Soldier</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.terracottasoldier</recordname>
								</link>
							</terracottasoldier>
						</index>
					</id-00005>
					<id-00006>
						<description type="string">CR 3</description>
						<index>
							<demonblight>
								<name type="string">Demon Blight</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.demonblight</recordname>
								</link>
							</demonblight>
							<mindflayercenomorph>
								<name type="string">Mind Flayer Cenomorph</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.mindflayercenomorph</recordname>
								</link>
							</mindflayercenomorph>
							<tombspider>
								<name type="string">Tomb Spider</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.tombspider</recordname>
								</link>
							</tombspider>
						</index>
					</id-00006>
					<id-00007>
						<description type="string">CR 4</description>
						<index>
							<tempestbeast>
								<name type="string">Tempest Beast</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.tempestbeast</recordname>
								</link>
							</tempestbeast>
							<theevildoll>
								<name type="string">The Evil Doll</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.theevildoll</recordname>
								</link>
							</theevildoll>
						</index>
					</id-00007>
					<id-00008>
						<description type="string">CR 5</description>
						<index>
							<thegulabus>
								<name type="string">The Gulabus</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.thegulabus</recordname>
								</link>
							</thegulabus>
							<werespider>
								<name type="string">Werespider</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.werespider</recordname>
								</link>
							</werespider>
						</index>
					</id-00008>
					<id-00009>
						<description type="string">CR 6</description>
						<index>
							<arcaneooze>
								<name type="string">Arcane Ooze</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.arcaneooze</recordname>
								</link>
							</arcaneooze>
							<bonegiant>
								<name type="string">Bone Giant</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.bonegiant</recordname>
								</link>
							</bonegiant>
							<fireflygolem>
								<name type="string">Firefly Golem</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.fireflygolem</recordname>
								</link>
							</fireflygolem>
							<thehood>
								<name type="string">The Hood</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.thehood</recordname>
								</link>
							</thehood>
						</index>
					</id-00009>
					<id-00011>
						<description type="string">CR 8</description>
						<index>
							<beholdereyeofthedeep>
								<name type="string">Beholder, Eye Of The Deep</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.beholdereyeofthedeep</recordname>
								</link>
							</beholdereyeofthedeep>
							<junglewalker>
								<name type="string">Jungle Walker</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.junglewalker</recordname>
								</link>
							</junglewalker>
						</index>
					</id-00011>
					<id-00023>
						<description type="string">CR 20</description>
						<index>
							<oozedragon>
								<name type="string">Ooze Dragon</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.oozedragon</recordname>
								</link>
							</oozedragon>
						</index>
					</id-00023>
					<id-00024>
						<description type="string">CR 21</description>
						<index>
							<boundcolossus>
								<name type="string">Bound Colossus</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.boundcolossus</recordname>
								</link>
							</boundcolossus>
						</index>
					</id-00024>
				</groups>
			</bycr>
			<bytype>
				<description type="string">NPCs by Class</description>
				<groups>
					<id-00001>
						<description type="string">aberration</description>
						<index>
							<beholdereyeofthedeep>
								<name type="string">Beholder, Eye Of The Deep</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.beholdereyeofthedeep</recordname>
								</link>
							</beholdereyeofthedeep>
							<junglewalker>
								<name type="string">Jungle Walker</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.junglewalker</recordname>
								</link>
							</junglewalker>
							<mindflayercenomorph>
								<name type="string">Mind Flayer Cenomorph</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.mindflayercenomorph</recordname>
								</link>
							</mindflayercenomorph>
						</index>
					</id-00001>
					<id-00002>
						<description type="string">beast</description>
						<index>
							<fireflygolem>
								<name type="string">Firefly Golem</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.fireflygolem</recordname>
								</link>
							</fireflygolem>
							<tempestbeast>
								<name type="string">Tempest Beast</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.tempestbeast</recordname>
								</link>
							</tempestbeast>
							<tombspider>
								<name type="string">Tomb Spider</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.tombspider</recordname>
								</link>
							</tombspider>
						</index>
					</id-00002>
					<id-00004>
						<description type="string">construct</description>
						<index>
							<terracottasoldier>
								<name type="string">Terracotta Soldier</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.terracottasoldier</recordname>
								</link>
							</terracottasoldier>
							<theevildoll>
								<name type="string">The Evil Doll</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.theevildoll</recordname>
								</link>
							</theevildoll>
						</index>
					</id-00004>
					<id-00005>
						<description type="string">dragon</description>
						<index>
							<oozedragon>
								<name type="string">Ooze Dragon</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.oozedragon</recordname>
								</link>
							</oozedragon>
						</index>
					</id-00005>
					<id-00006>
						<description type="string">elemental</description>
						<index>
							<boundcolossus>
								<name type="string">Bound Colossus</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.boundcolossus</recordname>
								</link>
							</boundcolossus>
							<stormhound>
								<name type="string">Storm Hound</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.stormhound</recordname>
								</link>
							</stormhound>
						</index>
					</id-00006>
					<id-00007>
						<description type="string">fey</description>
						<index>
							<kenning>
								<name type="string">Kenning</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.kenning</recordname>
								</link>
							</kenning>
						</index>
					</id-00007>
					<id-00008>
						<description type="string">fiend</description>
						<index>
							<demonblight>
								<name type="string">Demon Blight</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.demonblight</recordname>
								</link>
							</demonblight>
							<thegulabus>
								<name type="string">The Gulabus</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.thegulabus</recordname>
								</link>
							</thegulabus>
						</index>
					</id-00008>
					<id-00010>
						<description type="string">humanoid</description>
						<index>
							<eelfolk>
								<name type="string">Eelfolk</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.eelfolk</recordname>
								</link>
							</eelfolk>
							<koboldaircavalry>
								<name type="string">Kobold Air Cavalry</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.koboldaircavalry</recordname>
								</link>
							</koboldaircavalry>
							<werespider>
								<name type="string">Werespider</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.werespider</recordname>
								</link>
							</werespider>
						</index>
					</id-00010>
					<id-00012>
						<description type="string">ooze</description>
						<index>
							<arcaneooze>
								<name type="string">Arcane Ooze</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.arcaneooze</recordname>
								</link>
							</arcaneooze>
						</index>
					</id-00012>
					<id-00014>
						<description type="string">undead</description>
						<index>
							<bonegiant>
								<name type="string">Bone Giant</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.bonegiant</recordname>
								</link>
							</bonegiant>
							<thehood>
								<name type="string">The Hood</name>
								<link type="windowreference">
									<class>npc</class>
									<recordname>reference.npcdata.thehood</recordname>
								</link>
							</thehood>
						</index>
					</id-00014>
				</groups>
			</bytype>
		</monsters>
	</lists>
	<tables>
	</tables>
</root>
