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6 changes: 3 additions & 3 deletions static/lang/en.json
Original file line number Diff line number Diff line change
Expand Up @@ -3192,9 +3192,9 @@
"GreaterConstrict": "<p>The monster deals the listed amount of damage to any number of creatures @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls @UUID[Compendium.pf2e.conditionitems.Item.fBnFDH2MTzgFijKf]{Unconscious}, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.</p>",
"GreaterDarkvision": "<p>A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.</p>",
"GolemAntimagic": "<p>A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.</p><ul><li><strong>Harmed By</strong> Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.</li><li><strong>Healed By</strong> Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.</li><li><strong>Slowed By</strong> Any magic of this type that targets the golem causes it to be @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1} for [[/gmr 2d6 #rounds]]{2d6 rounds} instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.</li><li><strong>Vulnerable To</strong> Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.</li></ul>",
"ImprovedGrab": "<p><strong>Requirements</strong> The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained}</p><hr /><p><strong>Effect</strong> If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.</p><p>The monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.</p>",
"ImprovedKnockdown": "<p><strong>Requirements</strong> The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry</p><hr /><p><strong>Effect</strong> The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.</p>",
"ImprovedPush": "<p>The monster can use @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.t6cx9FOODmeZQNYl]{Push} as a free action triggered by a hit with its initial attack.</p>",
"ImprovedGrab": "<p><strong>Trigger</strong> The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained}</p><hr /><p><strong>Effect</strong> If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.</p><p>A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed}.</p>",
"ImprovedKnockdown": "<p><strong>Trigger</strong> The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry</p><hr /><p><strong>Effect</strong> The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.</p>",
"ImprovedPush": "<p><strong>Trigger</strong> The monster's last action was a successful Strike that lists Push in its damage entry</p><hr /><p><strong>Effect</strong> The monster attempts to [[/act shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.</p>",
"Knockdown": "<p><strong>Requirements</strong> The monster's last action was a successful Strike that lists Knockdown in its damage entry</p><hr /><p><strong>Effect</strong> The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.</p>",
"Lifesense": "<p>Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.</p>",
"LightBlindness": "<p>When first exposed to bright light, the monster is @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled}.</p>",
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