diff --git a/packs/spells/dinosaur-fort.json b/packs/spells/dinosaur-fort.json index 0bdc900c81a..aeb2ba27ebe 100644 --- a/packs/spells/dinosaur-fort.json +++ b/packs/spells/dinosaur-fort.json @@ -11,7 +11,7 @@ "damage": {}, "defense": null, "description": { - "value": "

You conjure a primeval fort with walls of sharpened wood adorned with dinosaur skin and teeth, up to 300 feet on a side. Each of the four quadrants of the fort is guarded by a @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Tyrannosaurus]{Tyrannosaurus}. While the tyrannosauruses won't cross into the others' territories, their reach allows them to simultaneously attack an intruder near the center of the fort. The tyrannosauruses leave you and anyone you introduce to them alone but treat anyone else they find in the fort as intruders and prospective snacks. When you prepare spells, you can choose not to recover the spell slot you used to cast this spell. If you do, the fort remains for another 24 hours.

\n

The fort must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting the structural requirements for being built there. The fort adjusts around small features, such as ponds or spires of rock, but can't be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a @Check[flat|dc:3] each day the fort is present; on a failure, the fort sinks or collapses sometime during that day, and the spell ends.

\n

The fort doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the fort when the spell is cast ends up unharmed inside the complete fort and always has a clear path of escape.

" + "value": "

You conjure a primeval fort with walls of sharpened wood adorned with dinosaur skin and teeth, up to 300 feet on a side. Each of the four quadrants of the fort is guarded by a @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Tyrannosaurus]. While the tyrannosauruses won't cross into the others' territories, their reach allows them to simultaneously attack an intruder near the center of the fort. The tyrannosauruses leave you and anyone you introduce to them alone but treat anyone else they find in the fort as intruders and prospective snacks. When you prepare spells, you can choose not to recover the spell slot you used to cast this spell. If you do, the fort remains for another 24 hours.

\n

The fort must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting the structural requirements for being built there. The fort adjusts around small features, such as ponds or spires of rock, but can't be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a @Check[flat|dc:3] each day the fort is present; on a failure, the fort sinks or collapses sometime during that day, and the spell ends.

\n

The fort doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the fort when the spell is cast ends up unharmed inside the complete fort and always has a clear path of escape.

" }, "duration": { "sustained": false, diff --git a/packs/spells/envenom-companion.json b/packs/spells/envenom-companion.json index 965a2d1951c..43082aaa97f 100644 --- a/packs/spells/envenom-companion.json +++ b/packs/spells/envenom-companion.json @@ -9,7 +9,13 @@ }, "counteraction": false, "damage": {}, - "defense": null, + "defense": { + "passive": null, + "save": { + "basic": false, + "statistic": "fortitude" + } + }, "description": { "value": "

You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed Strike that deals piercing or slashing damage, that Strike deals an additional 1d8 poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} for 1 round. This spell can't target familiars.

\n

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Envenom Companion]

\n
\n

Heightened (+3) The poison damage increases by 1d8 and the clumsy value imposed on a failed save increases by 1.

" }, diff --git a/packs/spells/shambling-horror.json b/packs/spells/shambling-horror.json index 9077828d5d3..47348225490 100644 --- a/packs/spells/shambling-horror.json +++ b/packs/spells/shambling-horror.json @@ -11,7 +11,7 @@ "damage": {}, "defense": null, "description": { - "value": "

You reanimate the corpse of a fallen creature as an undead minion under your control. The reanimated creature is an undead skeleton or zombie. Choose a skeleton or zombie stat block of the same size as the original creature and of a level no higher than the creature's original level. The shambling horror keeps Speeds it had in life, as well as melee Strikes that deal only physical damage. These attacks use the highest attack modifier from the skeleton or zombie you choose. Some of the skeleton's or zombie's abilities might not make sense for the shambling horror, and some abilities the creature had in life might not persist in undeath; the GM makes the final choice of what abilities the horror has.

\n

A shambling horror has the minion trait. You can't control more than one shambling horror at the same time-if you create a new one while one is already under your control, you must choose one to release, causing it to lose the minion trait. Shambling horrors that have been released expire when the spell duration does. After the duration expires, you can cast shambling horror again on the same corpse to animate it once more. However, after the next sunrise, you can no longer animate the corpse as a shambling horror.

\n

Undead Skeletons

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSizeCreature Name
-1Medium@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Skeleton Guard]{Skeleton Guard}
0MediumWolf Skeleton
1MediumSkeletal Soldier
2Medium@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Skeletal Champion]{Skeletal Champion}
2Large@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Skeletal Horse]{Skeletal Horse}
3Large@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Skeletal Giant]{Skeletal Giant}
5Medium@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Harpy Skeleton]
5MediumSkeletal Mage
6LargeBeetle Carapace
7Huge@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Skeletal Hulk]{Skeletal Hulk}
8LargeDrake Skeleton
9Gargantuan@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Tyrannosaurus Skeleton]
11Gargantuan@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Skeleton Infantry]
13GargantuanSkeletal Titan
\n

Zombies

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSizeCreature Name
-1Medium@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Zombie Shambler]{Zombie Shambler}
0MediumZombie Snake
1Medium@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Plague Zombie]{Plague Zombie}
2MediumHusk Zombie
2Large@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Zombie Brute]{Zombie Brute}
3LargeZombie Owlbear
4Gargantuan@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Shambler Troop]
4MediumZombie Lord
5MediumWithered
6Medium@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Sulfur Zombie]
6Huge@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Zombie Hulk]{Zombie Hulk}
9Huge@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Zombie Dragon]
11HugeZombie Mammoth
" + "value": "

You reanimate the corpse of a fallen creature as an undead minion under your control. The reanimated creature is an undead skeleton or zombie. Choose a skeleton or zombie stat block of the same size as the original creature and of a level no higher than the creature's original level. The shambling horror keeps Speeds it had in life, as well as melee Strikes that deal only physical damage. These attacks use the highest attack modifier from the skeleton or zombie you choose. Some of the skeleton's or zombie's abilities might not make sense for the shambling horror, and some abilities the creature had in life might not persist in undeath; the GM makes the final choice of what abilities the horror has.

\n

A shambling horror has the minion trait. You can't control more than one shambling horror at the same time-if you create a new one while one is already under your control, you must choose one to release, causing it to lose the minion trait. Shambling horrors that have been released expire when the spell duration does. After the duration expires, you can cast shambling horror again on the same corpse to animate it once more. However, after the next sunrise, you can no longer animate the corpse as a shambling horror.

\n

Undead Skeletons

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSizeCreature Name
-1Medium@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Skeleton Guard]
0MediumWolf Skeleton
1MediumSkeletal Soldier
2Medium@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Skeletal Champion]
2Large@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Skeletal Horse]
3Large@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Skeletal Giant]
5Medium@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Harpy Skeleton]
5MediumSkeletal Mage
6LargeBeetle Carapace
7Huge@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Skeletal Hulk]
8LargeDrake Skeleton
9Gargantuan@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Tyrannosaurus Skeleton]
11Gargantuan@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Skeleton Infantry]
13GargantuanSkeletal Titan
\n

Zombies

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSizeCreature Name
-1Medium@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Zombie Shambler]
0MediumZombie Snake
1Medium@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Plague Zombie]
2MediumHusk Zombie
2Large@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Zombie Brute]
3LargeZombie Owlbear
4Gargantuan@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Shambler Troop]
4MediumZombie Lord
5MediumWithered
6Medium@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Sulfur Zombie]
6Huge@UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Zombie Hulk]
9Huge@UUID[Compendium.pf2e.pathfinder-bestiary-3.Actor.Zombie Dragon]
11HugeZombie Mammoth
" }, "duration": { "sustained": false,